Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations

Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as ot...

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Main Authors: Amarius, Sebastian, Fredriksson, Oliver
Format: Others
Language:English
Published: Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle 2021
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779
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spelling ndltd-UPSALLA1-oai-DiVA.org-hh-447792021-06-18T05:30:39ZDigital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocationsengAmarius, SebastianFredriksson, OliverHögskolan i Halmstad, Akademin för lärande, humaniora och samhälleHögskolan i Halmstad, Akademin för lärande, humaniora och samhälle2021Second language acquisitioncollocationsdigital gamesextramural English activitiescollocation teachingGeneral Language Studies and LinguisticsJämförande språkvetenskap och allmän lingvistikLearningLärandeSpecific LanguagesStudier av enskilda språkDigital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a collocation is a contested subject, making research and theories around collocations widespread and varied depending on what definition a given author subscribes to. In the present study Howarth’s (1996) definition of collocations has been used. The hard-to-define nature of collocations extends into the act of teaching - collocations are rarely taught because they follow no set rule or pattern. This means that L2 learners must acquire their collocation knowledge incidentally, either in the classroom or through EE activities.   The present study aims to investigate the relationship between EE activities, primarily gaming, and the collocation knowledge of 87 Swedish teenagers in upper compulsory school and upper secondary school. This was done through a Productive Collocation Test (PCK) as well as a questionnaire. The results of the study show that students who engage in EE activities are more knowledgeable in terms of collocations than those who do not. Additionally, out of the EE activities included in the questionnaire gaming seems to be the best way to acquire collocation knowledge.   The present study concludes that there is a connection between EE activities, especially gaming, and collocation knowledge. Informants that claimed to spend more time per week playing digital games generally scored higher on the collocation test. This was also true for the students who claimed to spend a considerable amount of time on visual media per week. These informants also had knowledge of collocations that very few of the respondents knew, particularly the students who partake in gaming. The findings of the present study suggest that digital games could be used as a tool for teaching collocations. However, more research is required to carry this idea further.   Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Second language acquisition
collocations
digital games
extramural English activities
collocation teaching
General Language Studies and Linguistics
Jämförande språkvetenskap och allmän lingvistik
Learning
Lärande
Specific Languages
Studier av enskilda språk
spellingShingle Second language acquisition
collocations
digital games
extramural English activities
collocation teaching
General Language Studies and Linguistics
Jämförande språkvetenskap och allmän lingvistik
Learning
Lärande
Specific Languages
Studier av enskilda språk
Amarius, Sebastian
Fredriksson, Oliver
Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
description Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a collocation is a contested subject, making research and theories around collocations widespread and varied depending on what definition a given author subscribes to. In the present study Howarth’s (1996) definition of collocations has been used. The hard-to-define nature of collocations extends into the act of teaching - collocations are rarely taught because they follow no set rule or pattern. This means that L2 learners must acquire their collocation knowledge incidentally, either in the classroom or through EE activities.   The present study aims to investigate the relationship between EE activities, primarily gaming, and the collocation knowledge of 87 Swedish teenagers in upper compulsory school and upper secondary school. This was done through a Productive Collocation Test (PCK) as well as a questionnaire. The results of the study show that students who engage in EE activities are more knowledgeable in terms of collocations than those who do not. Additionally, out of the EE activities included in the questionnaire gaming seems to be the best way to acquire collocation knowledge.   The present study concludes that there is a connection between EE activities, especially gaming, and collocation knowledge. Informants that claimed to spend more time per week playing digital games generally scored higher on the collocation test. This was also true for the students who claimed to spend a considerable amount of time on visual media per week. These informants also had knowledge of collocations that very few of the respondents knew, particularly the students who partake in gaming. The findings of the present study suggest that digital games could be used as a tool for teaching collocations. However, more research is required to carry this idea further.  
author Amarius, Sebastian
Fredriksson, Oliver
author_facet Amarius, Sebastian
Fredriksson, Oliver
author_sort Amarius, Sebastian
title Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
title_short Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
title_full Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
title_fullStr Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
title_full_unstemmed Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
title_sort digital games and collocations : a study of the relationship between l2 learners' gaming habits and knowledge of collocations
publisher Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle
publishDate 2021
url http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779
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