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L2 Learning Through Gaming: A Case of Russian Verbs of Motion.
L2 Learning Through Gaming: A Case of Russian Verbs of Motion.
- Material Type
- 학위논문
- 0017160967
- Date and Time of Latest Transaction
- 20250211151143
- ISBN
- 9798383187241
- DDC
- 400
- Author
- Hubrich, Olesia.
- Title/Author
- L2 Learning Through Gaming: A Case of Russian Verbs of Motion.
- Publish Info
- [S.l.] : The University of Iowa., 2024
- Publish Info
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- Material Info
- 275 p.
- General Note
- Source: Dissertations Abstracts International, Volume: 86-01, Section: A.
- General Note
- Advisor: Schuh, Kathy L.
- 학위논문주기
- Thesis (Ph.D.)--The University of Iowa, 2024.
- Abstracts/Etc
- 요약The purpose of this qualitative exploratory case study was to explore how The Sims could be used to assist L1 English speakers in learning L2 Russian verbs of motion through completing in-game tasks in pairs while speaking Russian. English and Russian verbs of motion encode manner and path differently, and L2 Russian motion verbs use a variety of prefixes and prepositions which represent a challenge for L1 English speakers.The research questions were concerned with three main aspects: learners' perceptions and linguistic knowledge of L2 Russian verbs of motion, L1 speakers' engagement with one another with the aim to learn Russian verbs of motion, and The Sims as the mediator for learning of L2 Russian verbs of motion.Six participants completed a gaming background questionnaire and two pretests, after that they were divided into dyads and had five gaming sessions within two weeks. The game language setting was Russian, and the participants were playing, completing the prompt tasks and describing in Russian events on the screen and discussing grammar and vocabulary. After each session, each participant completed a written reflection activity. Two posttests and a semi-structured interview concluded the study.Both individual participants and dyads were units of analysis. The study was situated within the theoretical framework of CHAT (Cultural-Historical Activity Theory, Engestrom, 2005; Leont'ev, 1978). Participants started the activity of gameplay with their own unique perspectives, and during gaming sessions they either arrived at joint understanding of Russian motion verbs by creating a joint Object, or their individual perspectives remained unchanged (in non-collaborative dyads, Storch, 2002).The results showed that learners' perceptions and knowledge improved for the most part, with few exceptions based on individual differences (proficiency level, motivation, and goals of study). The analysis of patterns of dyadic interaction (Storch, 2002) revealed that certain types of engagement between participants deemed more beneficial for creating joint understanding (that leads to learning) than others (Engestrom, 2005). Therefore, collaborative and expert/novice pairings facilitate learning whereas the presence of a dominant partner in a pair inhibits learning. Finally, The Sims successfully mediated learning of L2 Russian verbs of motion (as well as vocabulary and other grammar) in a variety of ways and proved to be a viable resource for learning and teaching L2 Russian verbs of motion.
- Subject Added Entry-Topical Term
- Language.
- Subject Added Entry-Topical Term
- Slavic studies.
- Subject Added Entry-Topical Term
- Foreign language instruction.
- Subject Added Entry-Topical Term
- Linguistics.
- Index Term-Uncontrolled
- Activity Systems Analysis
- Index Term-Uncontrolled
- DGBLLT
- Index Term-Uncontrolled
- Dyadic interaction
- Index Term-Uncontrolled
- Russian verbs of motion
- Index Term-Uncontrolled
- Second language acquisition
- Index Term-Uncontrolled
- The Sims
- Added Entry-Corporate Name
- The University of Iowa Second Language Acquisition
- Host Item Entry
- Dissertations Abstracts International. 86-01A.
- Electronic Location and Access
- 로그인을 한후 보실 수 있는 자료입니다.
- Control Number
- joongbu:656181
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