Video Games and English Learning: An Exploratory Study of EFL Pre-Service Teachers’ Perceptions

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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...

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Detalles Bibliográficos
Autores: Díaz Larenas, Claudio, Carrasco Palma, Maritza, Norambuena Valdés, José
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
Descripción
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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