| _version_ |
1860797533358391296
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| building |
INTELEK Repository
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| collection |
Online Access
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| collectionurl |
https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072
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| date |
2020-08-22 12:55:44
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| format |
Restricted Document
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| id |
13130
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| institution |
UniSZA
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| originalfilename |
7439-01-FH02-FBK-20-47658.pdf
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| person |
3JY6ZP1
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| recordtype |
oai_dc
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| resourceurl |
https://intelek.unisza.edu.my/intelek/pages/view.php?ref=13130
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| spelling |
13130 https://intelek.unisza.edu.my/intelek/pages/view.php?ref=13130 https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072 Restricted Document Article Journal application/pdf 5 1.6 Adobe Acrobat Pro DC 20 Paper Capture Plug-in 3JY6ZP1 2020-08-22 12:55:44 7439-01-FH02-FBK-20-47658.pdf UniSZA Private Access The influence of modern video games on children’s second language acquisition International Journal of Scientific and Technology Research This study investigates the influence of modern video games on children’s Second Language Acquisition (SLA). The study employs a qualitative, case study approach. The data were obtained through observations from a 7-year-old child selected via purposive sampling. The data were analyzed through a deductive thematic approach and discussed using Schema Theory to evaluate the participant’s usage of the English language learned from video games. By analyzing and understanding this phenomenon, the researchers are inclined to understand how modern video games enable children to absorb knowledge and acquire a second language faster than other methods. We hypothesize that the acquisition of a second language is caused by the Critical Period Hypothesis (CPH) through the facilitation of communication and context between the player and the video games. This research aspires to provide more insights into the prospect of video games as a tool for language acquisition. 9 8 319-323
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| spellingShingle |
The influence of modern video games on children’s second language acquisition
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| summary |
This study investigates the influence of modern video games on children’s Second Language Acquisition (SLA). The study employs a qualitative, case study approach. The data were obtained through observations from a 7-year-old child selected via purposive sampling. The data were analyzed through a deductive thematic approach and discussed using Schema Theory to evaluate the participant’s usage of the English language learned from video games. By analyzing and understanding this phenomenon, the researchers are inclined to understand how modern video games enable children to absorb knowledge and acquire a second language faster than other methods. We hypothesize that the acquisition of a second language is caused by the Critical Period Hypothesis (CPH) through the facilitation of communication and context between the player and the video games. This research aspires to provide more insights into the prospect of video games as a tool for language acquisition.
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| title |
The influence of modern video games on children’s second language acquisition
|
| title_full |
The influence of modern video games on children’s second language acquisition
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| title_fullStr |
The influence of modern video games on children’s second language acquisition
|
| title_full_unstemmed |
The influence of modern video games on children’s second language acquisition
|
| title_short |
The influence of modern video games on children’s second language acquisition
|
| title_sort |
influence of modern video games on children’s second language acquisition
|