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Can a "Shouting" Digital Game Help Learners Develop Oral Fluency in a Second Language?
Jennica Grimshaw
Walcir Cardoso
David Waddington
出版
ERIC Clearinghouse
, 2016
URL
http://books.google.com.hk/books?id=rUzlvgEACAAJ&hl=&source=gbs_api
註釋
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote fluency development (via speed) in a non-threatening environment (mediated by the game, a CMC tool). 20 high-beginner/low-intermediate English as a Second Language (ESL) learners participated in the study, divided into two groups: an experimental group (n = 11), which played the game for 15 minutes as a warm-up in class for a period of six weeks, and the control group (n = 9), which was engaged in "traditional" classroom activities such as info gap, story retelling, and other interactive activities for the same period of time. The study followed a mixed-methods design with pre-, post-, and delayed post-tests to measure developments in oral fluency (measured via the computation of number of syllables per second). The results suggest that mobile games such as Spaceteam ESL have the potential to assist in fluency development, but further investigation is needed. [For the complete volume of short papers, see ED572005.].