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Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18450%2F23%3A50020652" target="_blank" >RIV/62690094:18450/23:50020652 - isvavai.cz</a>

  • Result on the web

    <a href="https://are.ui.ac.ir/article_26986.html" target="_blank" >https://are.ui.ac.ir/article_26986.html</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.22108/ARE.2022.135344.2001" target="_blank" >10.22108/ARE.2022.135344.2001</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context

  • Original language description

    The use of digital games has increased dramatically in the last two decades due to the augmentation in the number of Personal Computers (PCs) and mobile devices worldwide. Not only can digital games be played for entertainment, but also, they may have both positive and negative effects on their players. Various effects of digital games on individuals’ levels of attention span, concentration, and addiction have already been tested by numerous studies; however, their impact on incidental Second Language (L2) acquisition is still untouched by language researchers. To address this lacuna, this is a longitudinal observational study that lasted for three months to investigate the impact of digital games played by young learners for entertainment at home on their unintentional acquisition of English as an L2. The age of the participants ranged from 8 to 14 years old, and the experiment was conducted during the Covid-19 pandemic in 2021. Three main games were played by the sample; namely, Free Fire, Minecraft, and Among Us. The findings revealed that digital gaming significantly influenced the vocabulary development of the participants, and gaming was a clear asset for their L2 acquisition. It was also found that the players’ level of vocabulary retention was high; however, two drawbacks were identified in this regard, namely, the prolonged screen time and vocabulary items specifically related to a given area of a particular game. Overall, this study can be an impetus for further research into evaluating the benefits or drawbacks of using digital games for specific aspects of L2 acquisition such as the development of cognitive abilities or enhanced understanding.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database

  • CEP classification

  • OECD FORD branch

    50302 - Education, special (to gifted persons, those with learning disabilities)

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2023

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Applied Research on English Language

  • ISSN

    2252-0198

  • e-ISSN

    2322-5343

  • Volume of the periodical

    12

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    IR - IRAN, ISLAMIC REPUBLIC OF

  • Number of pages

    22

  • Pages from-to

    73-94

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85142233038