Attitudes of Adolescent users of Electronic Games towards Extramural EFL/ESL Exposure and Language Skills - Gabriel Hjalmarsson
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Attitudes of Adolescent users of Electronic Games towards Extramural EFL/ESL Exposure and Language Skills Gabriel Hjalmarsson Department of English Individual Research Project (EN04GY) English Linguistics Autumn 2020 Supervisor: Peter Sundkvist
Attitudes of Adolescent users of Electronic Games towards Extramural EFL/ESL Exposure and Language Skills Gabriel Hjalmarsson Abstract Studies relating to Electronic Games (EG) and the development of language acquisition for ESL learners have shown remarkable results. A Swedish study researching vocabulary proficiency reported that “frequent gamers had a higher total mean score than the moderate gamers, and in turn the moderate gamers had a higher score than the non-gamers” (Sundqvist & Sylvén, 2012, p. 313). Regarding oral proficiency, willingness to communicate and language strategies Horowitz (2019) illustrates that verbal linguistic competence increases concurrently with extended periods of exposure to EG. Games and grades in English similarly seem to have some overlap (Sundqvist & Sylvèn, 2012; Uuskoski, 2011). “Massively multiplayer online games, role-playing games, strategy games and shooter games also had noticeable statistically significant correlations with good grades” (Uuskoski, 2011, p. 43). The adage of the more you use it, the better you become seems to have further implications when the use of EG seems to not only increase the average grades, vocabulary, and oral skills in addition to possibly increasing the motivation of EFL students. However, a vital aspect that has often been overlooked in other studies is how students and users of EG perceive their own language learning and what implications this entails for learners of English. This study consists of the attitudinal values of 50 adolescent students in an International School in Stockholm towards L2 language skills and language motivation through EG. In order to measure the study a quantitative analysis was conducted based on answers from a questionnaire. The results showed that a majority of the students had positive attitudes towards the use of Electronic Games (EG) and increasing their English proficiency. It was additionally discovered that both receptive and productive skills
when playing were considered useful with significant differences between girl and boy gamers. In regards to EG and student motivation to learn more in school by playing EG a majority however found EG to not give any major contributions. Furthermore, students believed they learned the most English at school although EG and other sources had some importance. Keywords Electronic Games, Extramural English, L2 acquisition, Attitudes, Motivation 3
Contents 1. Introduction ............................................................................... 1 2. Background and previous research ................................................... 1 2.1 Quick overview of the term electronic games ............................ 1 2.2 Extramural English and outside the classroom learning .............. 2 2.3 Attitudes towards electronic games ......................................... 3 2.4 Motivational studies regarding gaming and L2 proficiency ........... 4 2.5 Types of games played by boys and girls ................................. 5 2.6 Previous studies of electronic games and language acquisition. ... 6 2.7 Electronic games and grades ................................................. 8 3. Hypothesis ................................................................................... 9 3.1 Research questions .............................................................. 9 4. Methodology ................................................................................. 9 4.1 The questionnaire ............................................................... 10 4.2 Participants .............................................................................. 10 4.3 Ethical considerations ................................................................. 11 4.4 Limitations of the study and questionnaire. .................................... 11 5. Results ...................................................................................... 12 5.1 Participants’ self-perception of English proficiency .................... 12 5.2 Attitudes towards EG as a medium for L2 acquisition ....................... 13 5.3 Electronic game medium ...................................................... 13 5.4 Genre and types of games. ................................................... 14 5.5 Frequency of games and other hobbies. ........................................ 15 5.6 Attitudes towards the usefulness of EG and EFL language skills ......... 16 5.7 Language Skill use for boys and girls ............................................ 18 5.8 Behavioral use of L2 skills in various game genres. ......................... 19 5.9 The Impact of Motivation and Learning Environments. .............. 20 5.10 Where language learning takes place. ......................................... 21
6 Discussion and Conclusion ............................................................. 22 6.1 Question 1 ......................................................................... 22 6.2 Question 2 ......................................................................... 24 6.3 Question 3 ......................................................................... 27 6.4 Conclusion and Future research ................................................... 29 References ..................................................................................... 30 Appendix A .................................................................................... 32
1. Introduction English is one of the most widespread and popular languages in the world. In terms of a connecting lingua franca within online communities and social media it may very well be the most influential and omnipresent language. A UNESCO report stated that approximately 25% of the total content on the Internet is English based (Pimienta, Prado & Blanco, 2009). Horowitz (2019) shows an estimate that seven hundred million people, or 44 percent of the worldwide online population, play online video games. English may be viewed as a dominant power online as well as offline within the gaming community, with most of the users of Electronic Games (EG) using English as their main language. Considering that a relatively vast number of users that play games have English as their lingua franca it is not surprising that there is a need to identify which effects this may have on language learning and proficiency. The core skills of reading, writing, listening, and speaking may all be present in a variety of EG depending on user preference and specific game played. Although all aspects may or may not be featured in EG it is seldom the case that all games include all aspects. This study aims to identify which receptive and productive skills students believe they use the most or find most useful when playing Electronic Games in addition to motivational factors and the use of EG in education. Understanding the implications of what students themselves perceive as stimulating and rewarding in terms of language proficiency and development may guide the way for understanding what role EG may play in the future for both learners and teachers of English. 2. Background and previous research 2.1 Quick overview of the term electronic games During the 21st century the evolution of digitalized media has increased and the emergence of a variety of games and game genres have emerged. The definition of a game is according to the Cambridge Dictionary “an entertaining activity or sport, especially one played by children”. With the increase in technology and smartphones the gaming industry is now easier than ever to access. Often computer and console games have been what is mentioned when talking about digital types of games. 1
However, with the inclusion of mobile games, VR games and other types of games related to digital gaming it is necessary to find a term that includes a large variety of gaming devices. Therefore, in this essay I will use the term Electronic Games (EG) to encompass all the devices used for games today. 2.2 Extramural English and outside the classroom learning English learned outside of the classroom is not a new phenomenon. Many second languages (L2’s) are gained through implicit sources such as listening to other people speak or watching a language on the TV. Several models have been presented attempting to describe how language is acquired: Krashen’s input hypothesis, Long’s interaction hypothesis and Vygotsky all define stages of L2 learning (Liu, 2015). Krashen (1992) for instance introduced several hypotheses for how language is acquired, the foremost of these being The Input Hypothesis, which suggests that language is acquired through comprehensible input: phrases and words that are conveyed and understood. The respondent in turn must also be “open” to the input and the understood utterance or message and these should slightly challenge the learner. Similarly, the Simple Output Hypothesis and the Reading Hypothesis claim that language is obtained through simply producing the language (Krashen, 1992). These hypotheses relate mainly to the possible methods of accumulating knowledge by exposure and unguided learning. All the previous definitions mainly focused on only one type of exposure, which led Sundqvist to use the term Extramural English in 2009 to encompass both the input and output of unintentional learning outside the classroom ( Sundqvist & Sylvén, 2012). What does Extramural English then entail for adolescent students of English? A large amount of English that youths learn in Sweden is through unintentional input and simply being surrounded by English. A study by Sundqvist (2009) showed that Mediarådet surveyed large groups of adolescents in 2008 and found that TV was the most common means of implicit Extramural English with 78% of the participants watching English shows on a daily basis. The Internet was also used by 62% of the participants stating that they used it daily. Another interesting side note from the study is that the number of computers inside student’s rooms became larger than the number 2
of televisions which was a “paradigm shift” (Sundqvist, 2009, p. 29) in terms of which was the most accessible medium for Extramural English. 2.3 Attitudes towards electronic games Most types of digital media have undergone controversial discussions where both positive and negative aspects have been lifted. With music and television, the arguments have often revolved around how influential they have been towards youths’ attitudes. With regards to EG, the outlook has however been rather positive. According to several studies theoretical foundations that may be of great practical use to educators have been found in video games (Galvis ,2015; Gee, 2003; Horowitz, 2019). Some of the key factors have been that video games may allow students to create a situated space of learning which gives the opportunity to be exposed to a target language both actively and passively. Participants can create and adapt the type of learning input based on which genre or game is chosen and furthermore give meaning and identity to the content learned (Galvis, 2015). EG are also a past-time that is widespread and can provide an opportunity to associate learning with a social and emotional sphere where youths tend to spend a significant amount of time. Galvis (2015) states that “video games could finally reconcile theory and practice in schools, and one may even add the need for designing more suitable pedagogical materials for learners” (p. 112). Therefore, if EG can be used as a tool to engage, motivate, and teach students at their own pace and customize learning to individuals, the possible beneficial implications could be far- reaching. Additional research has presented positive attitudes towards EG games and the implications for L2 learners. Gee (2003) views EG as a tool that can challenge students since they can be easily adapted for a variety of situations. Vygotsky’s and Krashen's +1 Hypothesis of Language Acquisition also suits well with the idea of learning material in games that can be adapted to each individual player. The diversity of EG lets players operate at the limits of their linguistic capabilities, while also trying to complete difficult tasks. A few of the beneficial aspects of EG are summarized by Laveborn (2009) encompassing the learning values of EG, their influence on L2 learners and the motivational aspects that enforce learning. Some of these are “Active Learning/Co- Design: Learners should be producers, not just passive consumers”, “The ability to use 3
literacy in order to solve new problems” and “Customization: Different learners need different ways to learn” (Laveborn, 2009, p. 6-7). All these aspects relate to how EG can be used at a personal level and how they let students find their own level of L2 proficiency and challenge themselves. One area where EG have shown benefits is the idea of personalization when learning and non-graded achievement which is the opposite of formal classrooms. According to Horowitz “[t]he fact that learners can use English correctly or incorrectly, without the risk of failure or criticism, may encourage them to use it more and thus create a sort of English language comfort zone in which they maintain the behavior consistently” (Horowitz, 2019, p. 386). While EG may challenge a player’s competence, traditional school education “often operate[s] at the lowest common denominator” (Gee, 2003, p. 2). While teachers may have to focus on the weaker students to ensure everyone completes the tasks at hand, EG theoretically gives students the freedom of limiting their constraints by their own prowess (Gee, 2003). EG Extramural English and the freedom and customization they can provide students are some of the major factors that research discusses in comparison to classroom-based instruction learning. 2.4 Motivational studies regarding gaming and L2 proficiency One of the common factors among users of EG is that there is an intrinsic will or driving force that allows players to indulge in their game of choice. Whether this is a means to socialize, learn, or simply be entertained there is always a motivating factor (Gee, 2003). Although motivation as a concept is something cognitive science has yet to define because of the many associated variables, the main point is desire towards an objective. According to Gee (2003) motivation is the most important factor that drives learning and in terms of EG and motivational aspects language educators willing to implement video game-based learning must balance “entertainment, education, and learners’ need[s]” (Galvis, 2015, p. 119). Video games may be a tool for motivating language learners while also increasing incidental learning. A study of elementary students in Korea (Suh, Kim, & Kim, 2010) showed how players of role-playing games exponentially increased their language 4
capabilities in both receptive and active learning of English with motivation being a large contributing factor. Games as a communal platform for learning has features that are difficult to include in a regular classroom environment. EG can include a variety of language inputs simultaneously since many games include both active reading, writing, listening, and speaking skills in order to play effectively. An additional feature that may increase language learning is the motivational aspect of EG that allows players to associate immersive gaming experiences with real life-situations. Horowitz describes the sensation of relating gaming experiences with real-life specific situations and language acquisition as the “Game Transfer Phenomena'' (Horowitz, 2019, p. 385). The idea of connecting virtual games with reality has also been called the Tetris effect. The Tetris effect can lead to gaming realities becoming so strong that “individuals have become so immersed in the game that it patterns their thought[s] and even their dreams” (Horowitz, 2019, p. 385). 2.5 Types of games played by boys and girls The large diversity of game genres on offer allows players a large amount of personal choice. This in turn means that different genders, and people with extremely differing interests, can often find at least one type of game capable of submerging them into a virtual world that feels inclusive. A key feature of games is precisely the incentive and voluntary will of players to purposely engage in a variety of tasks designed specifically to challenge the user. The inherent incremental pace of many games is often what leads to implicit learning, in combination with the effect of breaking boundaries or trying to engage with more difficult content (Peterson, 2013). Despite game genres differing greatly, there have been studies showing gendered preferences associated with certain game types. In a study by (Uuskotski, 2011, p. 44) the “game genres were divided quite clearly into genres favored by boys and girls”. In terms of games preferred by boys the primary games were first-person shooters, browser-based games, role-playing games and strategy games. A majority of the boys also played sport-based games such as football and driving games. Another significant difference between genders was that boys also played significantly more massively 5
multiplayer online games (MMO’s). One study showed that when it came to role- playing games “only boys responded in the affirmative” (Sundqvist, 2009, p. 131), which indicates there is a clear divide in terms of preferred genre between girls and boys. When it came to the results of girls, the same Sundqvist study showed that girls preferred to play music-based games, building and life-simulation games as well as platformer games. The only game style both genders mutually shared was browser- based games although this term is slightly obscure since a browser-based game may relate to an enormous variation in terms of types of games genres. 2.6 Previous studies of electronic games and language acquisition. The relation between language acquisition and EG has been previously observed by Sylvén and Sundqvist (2012). Their primary observations were that boys in general are more active in EG than girls, with almost twice as many boys responding to playing frequently. In terms of L2 input a significant increase was found in vocabulary and comprehension skills of avid gamers compared with non-gamers. Boys also outperformed the girls in terms of the amount of vocabulary learnt and how long they could play. Larger amounts of time spent playing was also included as one possible reason for the uneven distribution. Boys might simply have spent more time playing and therefore be able to increase their vocabulary by implicit learning. Additionally, a measurement of the reading and listening comprehension portions of the national exams showed that the students with high gaming frequency also scored high within the vocabulary test. Furthermore, “the scores improved with each digital game group, so that the frequent gamers had a higher total mean score than the moderate gamers, and in turn the moderate gamers had a higher score than the non-gamers” (Sundqvist & Sylvén, 2012, p. 313), indicating an increase of L2 proficiency based on time spent with EG. Additionally, in terms of vocabulary acquisition it was found “that intermediate to advanced-level learners increased their English vocabulary by 40% through interactions with non-playing characters” while playing EG (Peterson, 2013, p. 78). However, learning through EG was “unsuitable for low-level learners, who seemed to experience cognitive overload and gained little from the experience” (Peterson, 2013, p. 78). 6
Another study by Suh et al (2010) researched how EG affected the reading, writing, speaking, and listening skills of 220 elementary students in South Korea. The students were divided into two groups, one group consisted of 118 students playing games while the other group of 102 students retained regular face to face classroom-based education. The gaming group was assigned to play a Massively Multiplayer Online role-playing game (MMORPG) over a period of two months which replaced the standard English lessons. In the gaming group there was no direct interference or instructions from the teachers although both teachers and students were present in the classroom. The gaming groups assignments were based on role-playing game element-based tasks such as monster hunting and item acquisition which then led to a language level test. The language level test in each unit consisted of at least one active or receptive language skill such as completing quizzes, reading stories, or watching animations and comprehension exercises. The students in the gaming group also competed against each other in groups or player vs player. The results of the Suh et al (2010) study showed that the mean scores differed significantly between the gaming and non-gaming groups. In the reading, writing, and listening portions of the test the gamers outperformed and had higher scores than the non-gaming group. However, one skill that seemed to have no significant difference was the student’s ability to speak, since no major differentiation was noted. According to the study it is possible to see that the group working without structured lesson plans but following a more game-based approach outperformed the more traditional teaching style and improved in three of four subcategories of proficiency (Suh et al, 2010). Piirainen-Marsh and Tainio (2009) showed results of increased speaking capabilities based on repetition and interaction with EG. The study consisted of a limited number of players over a period of five hours where they played Final Fantasy X (a role-playing game with voice-over features). During the study the participants could be seen to reproduce, practice, perform and be creative with the spoken material provided through listening to the English audio from the game. The exposure to the target L2 combined with a focused EG-based task provided meaningful interaction and the process of mimicking speech to later create their own speech patterns and utterances indicated growth of spoken linguistic capacity over a relatively brief amount of time. The players 7
could construct their own linguistic expertise and non-linguistic knowledge through reaffirmation of game words and phrases. Through the interaction with the RPG genre, an increase in the output of verbal production and awareness could be noted as the participants produced “lexically, grammatically, and prosodically matching utterances prior to their production in the game” while also displaying “detailed knowledge not only of linguistic units but also of the subtle implications that utterances carry” (Piirainen-Marsh & Tainio, 2009, p. 162). The implications of the study indicate that gamers mimic, practice and produce their own variations of the content in the games enhancing their language capabilities 2.7 Electronic games and grades Grades are often a criterion for defining what an individual comprehends within an educational environment. Several extramural activities have previously shown increases in learner’s linguistic competence as well as proficiency over time. The correlation between grades and EG have also recently undergone studies that show indicators of increased proficiency based on time spent playing EG. This is based on the amount of time spent playing and the average grades of students. One such study was of approximately five hundred Finnish upper secondary students with ages ranging from 16 to 20 (Uuskoski, 2011). The results of the study showed that there was a correlation between certain game types such as MMOS, Strategy games and Shooter games and good grades in English. A specific focus was also placed on role-playing games where there was a significant increase in terms of English proficiency and students’ grades. The study concluded that many of the students that had high grades also had an elevated amount of time spent on games. The results could possibly be attributed to language input from EG though “it is difficult to say whether it is the genre, or the time spent playing that is most influential in affecting English grades” (Uuskoski, 2011, p. 32). A similar study was done by Sundqvist (2009) where five subsets of linguistic features were calculated when students engaged in extramural activities. The study proved that the students with the highest amount of Extramural English similarly had the highest grades and the ability to perform well in school. 8
3. Hypothesis Based on previous studies it is possible to assume that students exposed to English through EG will find the experience engaging, motivational, positive and rate it as highly useful. This study thus predicts the target group will be in favor of EG in both receptive and productive areas of language learning as well as showing increased motivation towards learning through EG. 3.1 Research questions •How do students perceive their English L2 proficiency and the use of Electronic Games to learn language? •Which productive and receptive skills do adolescent ESL students find useful when gaming? •Are there any perceived beneficial or negative aspects of Electronic Gaming and L2 language acquisition? 4. Methodology The method for this study is a quantitative approach using a questionnaire and Likert scale. Using questionnaires is a method often used to identify attitudinal and behavioral characteristics (Dörnyei, 2007). According to Patridge and Phakiti (2010): “One of the most commonly used items in survey research is the Likert scale item. This type of item usually includes a statement, and then generally has four or five response options, typically including strongly agree, agree, don’t know (or no opinion), disagree, and strongly disagree, or some variation of these. These response options are then assigned a number by the researcher (typically 5 for strongly agree and 1 for strongly disagree), which can be used for quantitative analysis” (p.27) The values of the Likert scale in this study ranged from 1 which was the lowest to 5 which was the highest. Additional questions (see Appendix A) in the questionnaire aimed to identify which type of medium the students played, for how long and what 9
language skills they used while playing. This was achieved through using multiple choice questions. The language skills focused on in the questionnaire were the four productive and receptive skills of: listening, speaking, writing and reading. In addition, four more skills were added in order to try and widen the scope of the language skills the students possibly use. These skills were grammar, vocabulary, social skills and learning strategies. The mean values, standard deviations and percentage values of the questions in the questionnaire where calculated using Excel and GraphPad. 4.1 The questionnaire The questionnaire was created and administered through Google docs (see Appendix A). It is composed of 20 questions in total. The 18 language-related questions were divided into three sections. Questions one to four related to the age, sex and language proficiencies of the students. Questions 5 to 13 relate to which type of game and the amount of time they play and how proficient in English they believe they are. Questions 14 to 19 check which of the eight language skills the students perceive that they use the most and also which they find to be most useful. Additionally, what they think they learn from playing and where they believe they learn the most English. The questionnaire was administered at Internationella Engelska Skolan in Stockholm with a variety of ninth grade classes and took approximately 10-15 minutes to complete. The students were given a link to a questionnaire and could fill it in online from the school's computers. A portion of the students’ results were gained by the researcher during classes while working at the school. Due to the Covid-19 pandemic and time restrictions another portion of the results were received after the ninth graders homeroom teacher gave the students the link to the questionnaire during their mentor hours and after completing classroom assignments. 4.2 Participants The participants were students from Internationella Engelska Skolan in Stockholm. There was a total of 65 responses although due to the restrictions of the questionnaire 15 students could not participate. Five of the students were 14 years old and could not be 10
part of the study. Another two students were native English speakers and were omitted and another eight participants did not play games. 50 participants remained, of them 30 were boys, 17 girls and three students identifying as other. Most of the students were Swedish native speakers with five having another L1 than English or Swedish. 4.3 Ethical considerations The students had to agree to fill out a form of consent which is included in the questionnaire. For the results to be as unbiased as possible, the participants remained anonymous and all responses were conducted online. 4.4 Limitations of the study and questionnaire. Several negative factors arose after obtaining the results of the questionnaire. One difficulty was initial low student participation due to Covid-19 and classes often being very small as many students were not attending. This also caused an issue with other schools that declined participation resulting in less student variation. The questionnaire itself had several setbacks due to the design implemented by the researcher. One of the main problems that arose was that it was possible to select several answers in some questions which made some of the results inconclusive and many answers needed to be removed due to this. The questions were also optional so some students only answered certain questions but left others blank which will be evident by the alternating N: value of some tables in the results section. An additional complication was that in questions 14, 15 and 18 there were no indications of what the numbers 1 to 5 entailed in the Likert scale. However, for all the other questions 1 was the lowest and 5 the highest but the lack of clarity might have had some implications on the test results. The questions 14, 15, 16 and 17 also did not specify some of the terms, such as social skills and language strategies. These complications became apparent in some of the results when a few students seemed to think learning strategies meant gaming strategies or strategies that related more to how to play rather then how to learn languages. Participants could also choose to not fill out some sections which led to a deviation in terms of answers. Some results sections had all or almost all the participant responses 11
while in others they were left blank so there are discrepancies in terms of the varying number of responses in the questionnaire. Furthermore, questions 4,5,16 and 17 of the questionnaire were omitted. 5. Results 5.1 Participants’ self-perception of English proficiency The target group consisted of 50 participants in total. Of the languages spoken a majority of the group spoke Swedish. Five participants spoke a variety of other L1 languages including Hindi and Mandarin. The target group could be considered a relatively homogenous Swedish group in terms of their L1. In regards to the participants’ perception of their English proficiency Figure 1 indicates that the students have a very positive attitude towards their fluency levels in English. This view can be seen in the Likert scale presented below where it shows values from “1=not good” to a maximum of “5=very good”. Of the one to five scale none of the students chose option 1 or 2. Two (4%) took the third “quite good” option while 17 (34%) chose the second highest value (4) and the remaining largest portion of 31 (62%) students opted for the “very good” option. How good do you think you are at English? (N=50) 70% 60% 50% 40% 30% 20% 10% 0% n=0 n=0 n=2 n=17 n=31 1 not good 2 3 quite good 4 5 very good Figure 1. Self-Perception of English Proficiency 12
5.2 Attitudes towards EG as a medium for L2 acquisition The students participating in the study showed a very positive attitude towards the use of Electronic games as an instrument for learning English. Figure 2 shows the results of a Likert 1 to 5 scale with the responses of 50 students. The results showed that 84% of the students thought that EG could be useful or very useful. Six percent of the students found EG somewhat useful while the final ten percent found games to not be very useful at all. How useful do you think electronic games are for learning English? (N=50) 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% n=1 n=4 n=3 n=21 n=21 1 not useful 2 3 somewhat useful 4 5 very useful Figure 2. Perception of EG and English proficiency 5.3 Electronic game medium In Question 5 and 6 of the questionnaire (see Appendix A the students were asked what type of EG they used and also which ones they used most frequently. The possible options they could choose from were Computer Games, Console games, Mobile games and Other Electronic games. Most of the students played several types of games and were not limited to a specific medium. However, when asked which medium was used the most the answers differed slightly with VR games completely disappearing. As can be seen in Table 1 the type of EG most frequently used by students was the PC with almost half the students (49%) using it. The second most common medium was Mobile Games with 27% or 13 of 50 participants and finally 11 of 50 (24%) played Console games. None of the students chose VR games as their main choice of EG. 13
Table 1. The most used electronic game medium (N=50) Medium Participants Percentages Computer Games (PC) 23 49% Console (Video) Games 11 23% Mobile Games (Ipad) 13 27% 5.4 Genre and types of games. Figure 3 shows the EG genre which students perceived as having played the most. Although many students play a variety of games it is still possible to see which genre is played the most through the answers provided in the questionnaire question 8 (which type of game do you usually play?). The students could choose between 12 of the most common game genres. The options can be seen in Figure 5 with two options being removed due to one having 0 participants (idle games) and the other option being “I don’t play games”. In total this gave 10 options. Of the total 10 options the least used were Real Time Strategy (RTS), MOBA, MMO and Education, with only one participant each choosing them. Furthermore, Crafter games and Puzzle games had two participants each. The categories that showed higher levels of student participation were Role-playing games, Sports and First-Person Shooters (FPS). The largest portion of students chose the unspecified “other types of games” category. 14
What type of Game do you usually play? (N=49) 16 14 Number of participants 12 10 8 6 4 2 0 Other First Sports RPG Puzzle Crafter Real Time MOBA MMO Education Types Of Person Games Strategy Games Shooters Figure 3. Game Genre and Student Participation. 5.5 Frequency of games and other hobbies. Figure 4 shows a representation of questions 7 (how many hours do you play EG?) and question 11 (how many hours do you spend on hobbies besides EG?) from Appendix A. The students could choose between 5 options ranging from 0-5h up to 30h+ each week. The results show on average how much each student spent on EG as well as other hobbies and activities. There is a total of 47 student answers with 3 answers removed due to those participants choosing more than one option. The majority of the students playing Electronic games played between 10 and 20 hours. The main group of 17 students comprising 37% of the total chose the 10-20h option while the other groups of 5-10h consisting of 12 students (25%) and the 0-5h group with 10 (21%) had 10h or less gaming time a week. The outliers that showed more extreme 30h+ gaming time each week were 6 (13%) of the total and consisted entirely of boys. The gaming group with the lowest amount of gaming time (0-5h) were on the opposite mainly girls. In terms of other hobbies and activities the vast majority had sports as their main interest as can be seen in Question 10 (What is your favorite activity?, see Appendix A) and spent in general more time on these activities than with games. Of the total 47 responses 21 or 45% spent between 10 and 20h a week on other activities. 18 students 15
(38%) spent 10h or less and 8 students (17%) spent 20h or more each week. Overall, the majority of gamers seem to spend around the same amounts of time playing games as doing other activities. Frequency of EG compared to other Activities (N=47) 30h+ 20-30h 10-20h 5-10h 0-5h 0 5 10 15 20 25 Number of participants Hobbies Electronic Games Figure 4. Frequency of Electronic Games and other Activities 5.6 Attitudes towards the usefulness of EG and EFL language skills Table 2 shown below is divided into two different categories with eight language skill sets in each. The first category is Personal Skill Perception use (PSP) or which of the eight language skills students perceive they use the most. The second category is General Skill Perception (GSP) where students rate how useful they find language skills in general. By dividing these two categories and calculating the mean values it is possible to see if there are any major differences between student attitudes. Eight skills were chosen to represent some of the most essential skills when learning languages. These consist of speaking, listening, reading and writing which are the productive and receptive skills. Additionally, vocabulary, grammar, social skills and learning strategies are included to further identify which language features students find the most influential when playing EG. 16
The results from the PSP section in Table 2 show that reading was considered the most used skill for the students with a 4.1 mean. Other means of language skills that ranked highly were listening (3.8) and learning strategies (3.6) as well as vocabulary (3.5). Language skills that showed considerably less use were grammar with a mean of 2.4 and writing with a mean of 3.2. The GSP values were slightly higher than PSP values in seven of the eight skills. The reading skill was the only exception with a difference of 0.1 (4.1 PSP>4.0 GSP) points. The results showed that listening was rated the highest with a 4.2 mean and reading with a 4.0 mean. Speaking was also regarded as very important (3.9) as well as learning strategies (3.7). The language skills that showed the lowest means in the GSP row were grammar (2.7) and writing (3.2). The two largest differences between PSP and GSP skills were speaking which held the largest difference of 0.7 (3.2 PSP
48 participants (PSP) 48 48 48 46 48 45 48 46 47 participants (GSP) 46 46 47 46 45 44 44 44 5.7 Language Skill use for boys and girls Table 3 compares the responses of boys’ and girls’ behavioral values towards which language skills they use the most from question 14 (which skills do you use the most, Appendix A). Of the total 45 participant responses 29 were boys and 16 girls. The highest language skill mean average for the boys was listening (4.1) and learning strategies (3.8). The receptive skill of reading had a mean of 3.7 and the productive skill of speaking had a mean of 3.6. The skills that the boys ranked the lowest were grammar with a mean of 2.1 and writing with a mean of 2.7. The results of the girls showed that the highest means were in reading (4.2) and vocabulary (3.8). Writing had a mean of 3.4 while listening and learning strategies shared a 3.2 mean. The language skills that were used the least by girls were speaking with a mean of 2.4 and grammar with a mean of 2.7. The difference between the boys means (MB) and the girl’s means (MG) regarding the use of language skills can be seen by the largest deviations. The speaking skill showed the largest difference between the genders with a 1.2 difference (2.4 MG < 3.6 MB) while listening had a 0.9 difference (3.2 MG < 4.1 MB). The skill that had the least difference between girls and boys was social skills with 0.4 mean difference (3.1 MG < 3.5 MB). The other skills had an average difference range between 0.5 - 0.7. Table 3. Perception of language skill use for Boys and Girls (N=45) Social Learning Speaking Listening Reading Writing Vocabulary Grammar Skills Strategies Mean Boys 3.6 4.1 3.7 2.7 3.3 2.1 3.5 3.8 18
Mean Girls 2.4 3.2 4.2 3.4 3.8 2.7 3.1 3.2 StD Boys 1.4 0.9 1.1 1.2 1.3 1.0 1.2 1.0 StD Girls 1.3 1.3 1.1 1.4 1.2 1.5 1.1 1.5 Mean Difference 1.2 0.9 0.5 0.7 0.5 0.6 0.4 0.6 29 Boys 29 29 28 27 26 27 27 27 16 Girls 16 16 15 16 15 16 16 16 5.8 Behavioral use of L2 skills in various game genres. To identify if there were any significant differences in game genres, question 8 (which type of game do you play the most?) and question 14 (which language skills do you use the most?) were used. From these questions it was possible to divide the participants into gaming groups and calculate the mean values of the most frequently used language skills. The four genres with the largest number of players were Sports, First Person shooters (FPS), Role playing Games (RPG) and the category Other Games as can be seen in Table 4. What the results showed were that a majority of boys chose the Sports and FPS genres while mainly girls chose the category other types of games category. Additionally, the RPG genre had a variety of genders playing but the majority were boys. The following four sections are the mean values of each game genre in terms of which language skills are used: 1. The Other games category consisted of ten girls, four boys and one other. The results showed that reading (4.6) and vocabulary (4.1) were the skills that were perceived as most used. Speaking had the lowest mean value of 2.9 and grammar 3.2. 2. The sports genre was composed of nine boys. Of the eight skills that were featured listening had the highest mean (4.4) and speaking had a mean of (3.9). 19
The skills that were perceived as the least used in the sports genre were grammar with a mean of 1.7 and vocabulary with a mean of 2.7. 3. The RPG genre had seven boys and one girl and one other. The skills that were perceived as the most used were listening with a mean of 4.3 and reading with a mean of 4.1. The skills that were perceived as least used were grammar (2.8) and writing (2.8). 4. The group of FPS players were nine boys and one girl. The skill that had the highest mean was listening (4.3) and learning strategies with (4.2). The skills that were perceived as the least used were grammar with a mean of 2.0 and writing with a mean of 2.9. Table 4. Mean values of language skill use and game genre Other Sports RPG FPS Games StD StD StD StD Game genres N=9 N=9 N=10 N=15 Sports RPG FPS Other Speaking 3.9 3.6 3.8 2.9 1.5 1.5 1.3 1.4 Listening 4.4 4.3 4.3 3.5 0.7 0.9 0.8 1.4 Reading 3.3 4.1 3.9 4.6 1.2 1.1 1.1 0.9 Writing 2.4 2.8 2.9 3.5 1.3 1.3 1.4 1.6 Vocabulary 2.7 3.1 3.7 4.1 1.6 1.3 0.9 1.1 Grammar 1.7 2.8 2.0 3.2 0.5 1.0 1.1 1.7 Social Skills 3.0 3.5 3.8 3.3 1.7 0.7 1.3 1.2 Learning Strategies 3.8 3.6 4.2 3.4 1.2 1.1 0.8 1.6 7 boys, 4 boys, Players of 9 boys, 1 girl, 9 boys, 10girls, each genre 0 girls 1other 1 girl 1 other 5.9 The Impact of Motivation and Learning Environments. The motivational aspects of learning EFL in an extramural setting may be a large factor when students learn languages. Question 18 in the questionnaire asked the students if they were more motivated to learn in school if they played EG at home. The results 20
shown in Figure 5 presented below were from a total of 47 participants. The graph was divided into a Likert scale from 1-5 (1 being the lowest and 5 the highest) and also includes the percentual values. The results showed that 41% of the students chose the lowest possible option of (1) in the scale indicating that they did not find any motivation from playing EG at home. An additional 23% chose (2) in the scale which also was a negative value. Neutral results (3) were composed of 20% of the participants. The positive results that had a very high motivational attitude towards EG or students that chose a (5) in the Likert scale were only 6%, or a total of three students. An additional 11% or five students chose the (4) option. In total 16% had a more positive attitude towards EG as a motivational instrument for learning more while 64% had a negative attitude. The remaining 20% perceived EG as somewhat beneficial. Does playing English games at home motivate you to learn more in school? (N=47) 20 45% 18 40% 16 35% 14 30% 12 25% 10 20% 8 6 15% 4 10% 2 5% 0 0% 1 not at all 2 3 somewhat 4 5 very much Series1 Series2 Figure 5. Motivational aspects of EG and Education 5.10 Where language learning takes place. A large portion of language learning comes from a variety of situations and places. The students were asked where they think they learn the most English. The results from question 19 in Appendix A showed the results of the 37 students that responded. The results from Figure 6 show that the majority of students 51% (21 of 37) found school to be the place where they learnt the most. The electronic games category showed that 21
27% (10 of 37) students found this to be the medium where they learnt the most. Finally, the other sources category received the last 16% with 6 of the total 37 responses. Figure 6. Student perception of where language learning takes place 6 Discussion and Conclusion 6.1 Question 1 •How do students perceive their English L2 proficiency and use of Electronic Games? Swedish students’ fluency in English is considered to be very high according to the EF English Index (Education First, 2020) and is even ranked as the fourth highest in Europe. That students have such high scores might be due to a variety of factors ranging from cultural to educational. In general, Swedish students that play games also seem to have a positive attitude regarding their own English capabilities. A study by Sundqvist and Sylvén (2014) showed that: At least half of the learners in each digital game group consider themselves to be ‘good’ or ‘very good’ at English (see Fig. 1). The non- 22
gamers include the largest proportion of positive assessments, ‘very good’ and ‘good’ making up 67.8% of the group members (i.e.,21 individuals), but on the other hand there are also learners here who responded that they are ‘not very good’ at English (6.5%; two individuals). Among the moderate gamers, some consider themselves as ‘not very good’ (11.1%; 3 individuals). In comparison, none of frequent gamers rated themselves that low. (p. 14) The results from Figure 1 in this study showed that the students participating in the questionnaire showed a similar attitude with a very high belief in their English language proficiency. Of the 50 students asked 96% perceived themselves as having “good or very good” abilities in English. None of the students perceived themselves as having low abilities in English and the two students that chose the lowest score in the Likert 1- 5 scale chose a 3 indicating that they were “quite good”. That students seem to have a high perception of their own abilities in English could in the case of this study be due to it being an English-speaking school although the native English speakers were removed from the results section. The students were also mainly Swedish native speakers with 45 of 50 having Swedish as their L1 with only 5 having another L1 which seems to be in agreement with the statement that “in Swedish compulsory school, the majority of the pupils (80%) have Swedish as their mother tongue and one out of five (20%) has an L1 other than Swedish” (Sundqvist & Sylvèn, 2014 p. 14). Swedish students seem to therefore besides being ranked highly globally also have the perception of being good at English. In terms of time spent playing extramural English games Figure 4 showed that many students spent approximately the same amount of time playing games as doing other hobbies or interests. Of the students asked 37 percent spent between 10-20h a week playing while 44.5 percent spent the same amount of time on other activities. There were also some differences in terms of time spent playing games and gender. Of the students that played 30h+ each week all were boys while the eight participants that were excluded from the study because they did not play games at all were all girls. There seems to therefore be a quite significant division between who plays games and to what extent which agrees with previous research (Sundqvist, 2009; Uuskoski, 2011). That 23
boys and girls have different interests is perhaps not a new phenomenon; however, when it comes to language learning and EG it seems as though there are quite large gender gaps in terms of both who uses games and the amount of time spent playing them. Student perception regarding the use of EG and possible language learning showed significant positive attitudes. In Figure 2 the majority of the students 84% thought that “electronic games would be useful for learning English”. Only a small number of the students that played games thought they would not be useful for learning languages with a total of 8%. The results from this study show that students seem to have a very high perception of their English skills. The students that play games also spend a considerable amount of time playing them and the majority think that they are also influential very influential for learning English. That students seem to have a high opinion of games as a learning instrument could be related to how they learn. Krashen (1992) discusses how language is gained through using it and games have become a past-time for many students that they engage and interact with daily. That students use English while gaming is not surprising considering that games are largely in English and a large portion of gamers use English as their lingua franca. 6.2 Question 2 •Which productive and receptive skills do ESL students find useful when gaming? Language acquisition can be attributed to a combination of factors. In regards to EG and L2 language acquisition previous research has shown that in many cases there are considerable advantages. Suh et al (2010) showed in a study that students taking part in a game-based approach in a classroom setting outperformed traditional style teaching in three out of four proficiency categories. In the reading, writing, and listening portions of the test the gamers outperformed the non-gaming group. However, one skill that seemed to have no significant difference was the student’s ability to speak, since no major differentiation was noted. Additional studies agreed that playing games increased both communicative and verbal skills as well as the vocabulary of frequent gamers (Horowitz, 2019; Piirainen-Marsh & 24
Tainio, 2009; Sundqvist & Sylvén, 2012). That English extramural input from games can benefit students’ proficiency is an opinion that seems to be relatively justified by many researchers. However, although these previous studies have shown that extramural L2 English input has been beneficial there is limited information about the participants’ attitudes towards which skills they themselves find useful or improved. That students learn in a variety of ways is not a new concept; however, which skills are perceived as useful is not something many have yet researched. The results from this study (Table 2) showed several differences between students’ perceptions of personal use of language skills (PSP) and a general perception of language skills usefulness (GSP). The students were asked which skills they use the most as well as which skills they believe are most useful. The skills that students perceived as the most used when gaming were the receptive skills with reading (4.1) ranking the highest and listening as the second highest (3.8). That passive language skills are considered the most used might be somewhat surprising as most games generally require players to be active. This could possibly be due to how games let the player be drawn into the game world and to a large extent require the player to implicitly understand the context and content in order to complete the game. In contrast the productive skills of speaking and writing showed quite low mean values. The only skill that showed a lower mean than the productive skills of speaking (3.2) and writing (3.1) was the grammar skill with a mean of 2.4. The differences between the PSP and GSP categories mainly showed that the speaking skill in the GSP section had the third highest mean (3.9) of the eight skills that could be chosen while in the (PSP) section speaking had the third lowest mean with (3.2). The division between the general usefulness and personal use illustrates that the speaking skill is considered to be very useful in terms of language gains; however, the students seem to not think they actually use it as much while playing. That students found the possible usefulness of language skills in EG larger than their own use seemed pervasive as can be seen in Table 2. The results in the GSP category showed that the means of the language skills were higher in 7 of 8 categories compared to the PSP category. The only skill where the students’ perceived use (PSP) showed a 25
higher mean was the reading skill where there was a difference of 0.1 points (PSP 4.1> GSP 4.0). These scores indicate that students believe in the usefulness of EG language skills to a higher degree than they actually believe they use the various skills. Some differences between genders and language skills also became apparent in Table 3. The boys’ highest means were in the skills listening (4.1) and also learning strategies (3.8) with the speaking skill (3.6) ranked as the third highest. The girl’s favored skills differed quite significantly from the boys with reading (4.2) and vocabulary (3.8) having the highest mean scores. This may indicate that girls prefer playing games that deal with understanding content and are more inclined to play games that most likely do not include other players as skills that deal with communicating were not prominent. This could also be seen in the skills with the lowest means where the girls chose the speaking skill as the least used while boys found grammar to be the least used language feature when gaming. The highest and lowest means of the girls’ and boys’ skill use showed that boys used skills related to socialization such as speaking and listening the most while the girls used skills more associated with reading and learning new words. One similarity in terms of a skill that both genders found to be one of the least used skills was grammar with a mean of 2.1 for boys and 2.7 for girls. The low means for grammar is most likely because games, especially in an extramural context, are meant to be used as enjoyment and for fun. That games are an extramural activity is also connected with the large amounts of genres and types of games. Language skills used in each genre may significantly differ depending on the genre. Previous studies (Sundqvist, 2009; Uuskoski, 2011) showed differences in gender division and genre and indicated that boys preferred to play FPS, RPG and strategy games. Girls on the other hand preferred life-simulation, platform and building games. When comparing four of largest game categories in this study some similarities as well as some irregularities were identified both in terms of gender distribution as well as skills. When it came to the number of players in each genre boys dominated the Sports and FPS genres with a significant amount playing RPG’s as well. Girls on the other hand seemed to have a broader spectrum of preferred styles with crafter, puzzle, RTS and the other types of game categories. 26
In Table 4 the language skills are divided by genre in order to see if there are any significant differences between them. Some similarities between the genres were that the Sports, FPS and RPG genres all had listening as the highest mean value of the skills. Considering the majority of the players were boys it seems as though that the listening skill is more related to gender than genre. The other games genre with a majority of girls had listening as their third highest mean value. The genres show more difference in terms of their second highest mean score with Sports having speaking at 3.9. The RPG genre had reading with a mean of 4.1 and FPS had learning strategies with a mean of 4.2. The other games category had reading as the highest mean language skill and vocabulary as the next highest which correlates with the previous gender divide in terms of skills. Here it is possible to see that depending on game genre the students also seem to use different skill sets, which is perhaps not surprising but can give important information in terms of explicit learning and which skills are perceived as the most useful. Boys seemed to have listening as their most used skill regardless of genre. The second-most used skill after listening varied with each genre. Sports focused on speaking, RPGs on reading and FPS on learning strategies. The other games category showed that a majority of girls preferred games that included reading and vocabulary. These results show that there is a significant difference in which skills are used both divided by game genre as well as gender and give insights into how extramural English games skills are perceived by students. 6.3 Question 3 •Are there any perceived beneficial or negative aspects of Electronic Gaming and L2 Language Acquisition? Language learning and motivation are intricately interwoven. The intrinsic will to learn and also find it enjoyable may increase the possible language gains significantly. According to Figure 2 most of the students that played games also perceived EG as possibly being very useful for learning English. An additional factor to consider is also the reason why students play games and how that affects language learning. 27
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