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