Video Games and English Learning: An Exploratory Study of EFL Pre-Service Teachers’ Perceptions
Descripción del Articulo
The present study explores the knowledge and perceptions that 72 Chilean EFL (English as a foreign language) pre-service teachers have regarding the effect of video games in their daily and academic routine in terms of foreign language learning. By applying a 5-point Likert scale, it was possible to...
Autores: | , , |
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Formato: | artículo |
Fecha de Publicación: | 2023 |
Institución: | Universidad de Lima |
Repositorio: | Revistas - Universidad de Lima |
Lenguaje: | español |
OAI Identifier: | oai:revistas.ulima.edu.pe:article/5867 |
Enlace del recurso: | https://revistas.ulima.edu.pe/index.php/contratexto/article/view/5867 |
Nivel de acceso: | acceso abierto |
Materia: | English as a foreign language second language learning pre-service teachers videogames language skills inglés como lengua extranjera aprendizaje de un idioma extranjero profesores en formación videojuegos habilidades del idioma inglês como língua estrangeira aprendizagem de idioma estrangeiro professores de pré-serviço jogos de vídeo habilidades linguísticas |
Sumario: | The present study explores the knowledge and perceptions that 72 Chilean EFL (English as a foreign language) pre-service teachers have regarding the effect of video games in their daily and academic routine in terms of foreign language learning. By applying a 5-point Likert scale, it was possible to gather data concerning their sociodemographic characteristics and their views in relation to five dimensions: (1) Generalexperience with video games, (2) general preferences about video games, (3) strengths and weaknesses of video games, (4) video games as a learning experience, and (5) video games and the four language skills. Once the data were collected, the Spearman’s orrelation coefficient was used with the purpose of determining the relationships among the respondents’ answers. The results indicated that the four language skills, especially the receptive skills, can be practiced while playing video games. Also, digital games allowed the participants to teach and learn from other players through gameplay. This process was followed by a hierarchical cluster analysis that allocated the respondents into four groups based on the similarities of their responses. |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).