The effectiveness of digital online games as an extramural activity for facilitating motivation and vocabulary acquisition in L2 English learning: student and teacher perspectives

In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending their time on anything from digital games to YouTube and homework research. Given the popularity of such activities, it is worthwhile investigating to what degree any one of them might be used to help f...

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Bibliographic Details
Main Authors: Stagevik, Markus, Benson, Cecilia
Format: Others
Language:English
Published: Malmö universitet, Fakulteten för lärande och samhälle (LS) 2020
Subjects:
SLA
L2
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30606