| | SLO | ENG | Piškotki in zasebnost

Večja pisava | Manjša pisava

Izpis gradiva Pomoč

Naslov:The potential of video games for vocabulary acquisition among secondary school students : m. a. thesis
Avtorji:ID Utroša, Martin (Avtor)
ID Gadpaille, Michelle (Mentor) Več o mentorju... Novo okno
ID Leva, Bernarda (Komentor)
Datoteke:.pdf MAG_Utrosa_Martin_2022.pdf (3,25 MB)
MD5: B534FC5913B7B8135DAB98F36ED4B331
 
Jezik:Angleški jezik
Vrsta gradiva:Magistrsko delo/naloga
Tipologija:2.09 - Magistrsko delo
Organizacija:FF - Filozofska fakulteta
Opis:V magistrski nalogi smo se osredinili na potencial video iger kot medijev za pasivno usvajanje besedišča pri dijakih, dijakinjah v srednji šoli. Delo se nanaša na učitelje, učiteljice srednješolcev, ki so dovzetnejši za takšen način učenja. Video igre imajo potencial pri izboljšanju besedišča dijakov izven učilnice. Številne raziskave na področju usvajanja besedišča so bile narejene v kontekstu medosebne interakcije v večigralskih video igrah, v magistrskem delu pa smo se osredinili na enoigralske, kjer lahko učenci s pomočjo zgodb v video igrah izboljšajo obstoječe in pridobivajo novo besedišče. V magistrski nalogi smo zastavili tri hipoteze. Prvo in drugo hipotezo smo potrdili v empiričnem delu, tretjo pa v teoretičnem. Magistrsko delo se osredotoča na izboljševanje besedišča, usvojenega v učilnici, in ga primerja z besediščem video iger in besediščem izbranih in potrjenih učbenikov za poučevanje angleščine od drugega letnika srednje šole dalje. Prav tako nudi vpogled v potencial video iger za usvajanje besedišča pri pouku angleščine in daje učiteljem priporočila, kako video igre koristno uporabiti pri pouku angleščine.
Ključne besede:video igre, usvajanje besedišča, poučevanje, učenje, srednja šola
Kraj izida:Maribor
Kraj izvedbe:Maribor
Založnik:[M. Utroša]
Leto izida:2022
Št. strani:1 spletni vir (1 datoteka PDF (X, 173 str.))
PID:20.500.12556/DKUM-83444 Novo okno
UDK:37.091.2: 795(043.2)
COBISS.SI-ID:135144451 Novo okno
Datum objave v DKUM:22.12.2022
Število ogledov:1125
Število prenosov:90
Metapodatki:XML DC-XML DC-RDF
Področja:FF
:
Kopiraj citat
  
Skupna ocena:(0 glasov)
Vaša ocena:Ocenjevanje je dovoljeno samo prijavljenim uporabnikom.
Objavi na:Bookmark and Share



Postavite miškin kazalec na naslov za izpis povzetka. Klik na naslov izpiše podrobnosti ali sproži prenos.

Licence

Licenca:CC BY-NC-ND 4.0, Creative Commons Priznanje avtorstva-Nekomercialno-Brez predelav 4.0 Mednarodna
Povezava:http://creativecommons.org/licenses/by-nc-nd/4.0/deed.sl
Opis:Najbolj omejujoča licenca Creative Commons. Uporabniki lahko prenesejo in delijo delo v nekomercialne namene in ga ne smejo uporabiti za nobene druge namene.
Začetek licenciranja:27.11.2022

Sekundarni jezik

Jezik:Slovenski jezik
Naslov:Potencial video iger za usvajanje besedišča pri dijakih v srednji šoli : magistrsko delo
Opis:The Master’s Thesis deals with the potential of video games as a medium for passive vocabulary acquisition. The Thesis is aimed at teachers of secondary school students, who are better suited for this kind of passive learning. Video games have the potential to enhance existing vocabulary or teach new vocabulary to students outside the classroom. While research has been done on vocabulary acquisition in active player interaction in multiplayer video games, the focus here is on the potential of single-player, story-driven video games as a means to enhance existing vocabulary and teach new vocabulary. Several studies have been done on video games being used for language learning and education. Because of this, even a genre of didactic video games has been developed – serious games, which focus on engaged learning. Despite this, several issues emerged concerning students and their behaviour, especially in the case of violent video games, which were believed to increase violent behaviour; however, this bias was disputed by several researchers. Alongside engaged learning, video games tend to push the boundaries of the linear narrative, making it non-linear and allowing the player to change the story’s outcome if the game is designed to be played this way. This is especially true for adventure games. The Master’s Thesis focuses on enhancing existing vocabulary that was taught in the classroom and comparing the vocabulary of the chosen games to the vocabulary from selected, approved coursebooks used from the second year of secondary school upward. The research found positive results. However, the execution of passive vocabulary acquisition through video games has proven quite difficult, and several factors from video game popularity, to monetary issues, and time available for playing the games have been brought up.
Ključne besede:video games, vocabulary acquisition, teaching, learning, secondary school


Komentarji

Dodaj komentar

Za komentiranje se morate prijaviti.

Komentarji (0)
0 - 0 / 0
 
Ni komentarjev!

Nazaj
Logotipi partnerjev Univerza v Mariboru Univerza v Ljubljani Univerza na Primorskem Univerza v Novi Gorici