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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

The Picture Word Inductive Model and English Vocabulary Acquisition : A Study in a Swedish Primary School

Li, Xiaobin January 2011 (has links)
This essay aims to assess the efficacy of the Picture Word Inductive Model (PWIM) in the acquisition of new English vocabulary for Swedish grade-4 pupils of a primary school in southernSweden. In this study, two aspects of vocabulary acquisition were concerned, namely, the recognition of vocabulary forms (spelling and pronunciation) and general understanding of word meaning in the short term. The pupils were divided into two groups and the methods were tests; questionnaires and the data were analyzed both qualitatively and quantitatively. After teaching lessons with the PWIM for one group and with using the word-list for the other close-level group, the results show that the group taught by the PWIM  gained relatively higher test scores and performed more actively and found the lesson more enjoyable in the classroom. Teaching by the PWIM is found to be effective in learning the new English vocabulary ofSLA(Second Language Acquisition). Although this efficacy is not prominent, a larger sample size and longer length of the cycles for the teaching of the PWIM would increase precision and will probably provide a different result for the efficacy of the PWIM in further studies.
12

Lexikální komplexnost písemného projevu nerodilých mluvčích anglického jazyka / Examining lexical complexity in the written production of L2 proficient learners of English

Sotona, Martin January 2022 (has links)
The thesis analyses lexical complexity in the written production of L2 proficient learners of English (the highest C2 level). Additionally, it compares L2 lexical complexity with L1 lexical complexity of English native speakers. This lexical complexity is investigated in two key parameters: lexical diversity and lexical sophistication. A quantitative analysis is made by the means of single indicators and is followed by an analysis where composite indicators VOCD-D and MTLD are employed to measure lexical diversity. Lexical sophistication is explored through the English Vocabulary Profile tool (EVP), which categorises words in a text according to predefined frequency word lists (A1-C2 types). The main hypothesis presumed that the lexical complexity of L2 English speakers is inferior to L1 English speakers, despite the fact that their L2 English language competence is at the highest level possible (C2 level), often compared to "native-speaker competence". It was expected that the results in respective groups (L2 and L1 speakers) would be similar. Another working hypothesis is that low- frequency words at the C2 level will be smaller for L2 English speakers than that for L1 English speakers. The data comprises 20 comparable texts of L2 proficient English speakers in the dimension of their length (the...
13

Exploring vocabulary deficiencies of English first additional language learners at a selected public high school in South Africa, Limpopo Province

Seanego, Morobadi Johannes January 2022 (has links)
Thesis (M.A. (English Studies)) -- University of Limpopo, 2022 / Sufficient English vocabulary in language learning is a fundamental tool for academic success in Further Education and Training (FET). In every school where English is the medium of instruction, learners are anticipated to be proficient and competent in English. This is a target language for content comprehension and content engagement for academic success. The aim of the study was to explore the vocabulary deficiencies of English First Additional Language (EFAL) learners at a selected public high school in Limpopo Province, South Africa. A mixed method approach was used to accumulate the qualitative data and quantify the results. The study used a purposive sampling for the population of twenty (20) EFAL learners and one (1) EFAL teacher. The data collection methods in the study incorporated criterion-referenced test, semi-interviews, and a focus group discussion. The data was analysed thematically. The findings show that EFAL Grade 10 learners have challenges with EFAL vocabulary deficiencies, which causes academic failure, delay, and school drop-out. The implication is that strategic interventions are required to eradicate the vocabulary deficiencies of EFAL Grade 10 learners in the selected school. The limitation of the study is that it sampled a small population which does not reflect the predicament of every EFAL Grade 10 learner. However, the findings have shown that vocabulary deficiencies is a challenge for EFAL Grade 10 learners.
14

具自律學習機制之英語字彙學習APP對於學習成效的影響研究 / The Effects of English Vocabulary Learning APP with Self-regulated Learning Mechanism on Learning Performance

楊舜閔, Yang,Shun Min Unknown Date (has links)
英語為目前使用的最為普遍的國際語言,英語能力已成為每個學生都需要養成的基本能力,而英語字彙的學習,更是學好英語的最重要基礎,因此如何幫助學生學好英語也就越顯重要。 隨者資訊科技日新月異的發展,透過電腦輔助語言學習已成為發展趨勢,近年來利用自律機制輔助數位學習的研究,已證實自律機制有助於提升學習成效,然而目前仍少有研究將自律學習機制應用於英語學習,特別是英語字彙學習。因此本研究所發展一「具自律學習機制支援之英語字彙學習APP」,可以讓學習者監控並提醒自己所設定的英語字彙自律學習目標,希望藉由敦促學習者達成自己所設定的自律學習目標,促進學生利用零碎時間學習,提升學習者的英語字彙學習成效。為了驗證「具自律學習機制支援之英語字彙學習APP」是否有助於提升英語字彙學習成效,本研究隨機選取國小六年級二個班級學生為研究對象,將其中一班隨機分派為採用「具自律學習機制支援之英語字彙學習APP」的實驗組,另一班為採用「無自律學習機制支援之英語字彙學習APP」的控制組,分別進行為期三週的英語字彙學習活動。實驗結果發現: (1).實驗組學習者學習成效及學習動機顯著優於控制組學習者 (2)實驗組場地相依學習者學習成效及學習動機顯著優於控制組場地相依學習者 (3).實驗組男性學習者在學習成效及學習動機均顯著優於控制組男性學習者 (4).實驗組女性學習者在學習成效及學習動機均顯著優於控制組女性學習者 (5).實驗組學習者進行自律學習後的學習成效及學習動機均顯著提升 (6).實驗組女性學習者學習成效及學習態度優於實驗組男性學習者 綜合本研究之研究結果,建議未來可以延長實驗時間,進行自律鷹架的去除,瞭解學生是否會因此養成自律學習的能力。此外根據學生的回應,希望APP中具休閒的功能,故亦可往遊戲化學習方向進行研究。 關鍵字: 自律學習(Self-regulated Learning)、學習成效(Learning Performance)、認知風格(Cognitive Style)、英語字彙學習(English Vocabulary Learning) / English is currently the commonest international language. English competence has become the basic competence of each student. English vocabulary learning is a primary basis to learn English well. How to help students learn English well therefore becomes more important. Following the changeable development of information technology, computer assisted language learning has become a development trend. Research on utilizing self-regulatory mechanisms for e-learning proved that self-regulatory mechanism could enhance learning performance. Nonetheless, there is little research on the application of self-regulatory learning mechanism to English learning, particularly to English vocabulary learning. For this reason, a “self-regulatory learning supported English vocabulary learning APP” is developed in this study, allowing learners monitoring and reminding themselves of the preset English vocabulary self-regulatory learning goal. It is expected to promote learners’ English vocabulary learning performance by urging learners to achieve the preset self-regulatory learning goal and enhance students learning with trial time. To verify that the “self-regulatory learning supported English vocabulary learning APP” could enhance English vocabulary learning performance, two classes of G6 students are randomly selected as the research subjects. A class is randomly assigned as the experiment group with the “self-regulatory learning supported English vocabulary learning APP”, and the other class is the control group without the “self-regulatory learning supported English vocabulary learning APP” for the three-week English vocabulary learning. The experiment findings show that (1) Learners in the experiment group present significantly better learning performance and learning motivation than those in the control group. (2) Site-dependent learners in the experiment group show remarkably better learning performance and learning motivation than those in the control group. (3) Male learners in the experiment group reveal notably better learning performance and learning motivation than male learners in the control group. (4) Female learners in the experiment group appear significantly beter learning performance and learning motivation than femal learners in the control group. (5) Learners in the experiment group remarkably enhance the learning performance and learning motivation after the self-regulatory learning. (6) Femal learners in the experiment group reveal better learning performance and learning attitudes than male learners in the experiment group. Summing up the research results, it is suggested that the future experiment time could be extended and the self-regulatory scaffolding could be removed to understand whether students would cultivate the self-regulatory learning ability. According to the students’ responses, it is further expected that the APP could show the function of leisure. In this case, the gamification of learning could be studied in the future. Keywords:Self-regulated Learning, Learning Performance, Cognitive Style, English Vocabulary Learning
15

Enbart ordinlärning eller ordinlärning kombinerat med semantiska betydelserelationer i ämnet engelska? : En jämförande studie av undervisningsmetoder i årskurs tre

Molin Haag, Jeanette January 2017 (has links)
The purpose of this study was to examine which of the two vocabulary-learning methods non-contextualized vocabulary learning and vocabulary learning combined with semantic relations promote the learning and retention of new vocabulary items. The following research questions were asked: Which of the two above-mentioned methods best promotes the students’ vocabulary learning and word comprehension? What differences can be noted in the students’ test results regarding learning and retention of new vocabulary items between these two methods? Which method promotes the students' long-term retention of vocabulary items and word comprehension? In total, 36 students from two classes, divided into four groups, participated in the study. Each group was taught using one of the two methods. After the first round of lessons, the teaching methods were swapped such that all the students tried both methods and so that the survey could be considered reliable. The empirical material was obtained from field experiments and tests in direct connection with the lessons and retention tests four days later. The results were analyzed using Schema theory and a theory of memory processing called Executive Control Processes. These theories were used to investigate the students’ retention of vocabulary items and how students use schematic knowledge to associate words to one another. The results showed that the second method, the combined method, seemed to be the most promising not only for retention, but also for the number of learned vocabulary items and for word comprehension.
16

The Impact of Digital Games on English Vocabulary Learning in Middle School in Sweden (ages 9-12) / Påverkan av digitala spel på elevers engelska ordinlärning i det svenska mellanstadiet (ålder 9–12)

Tebeweka, Stella Nanfuka January 2021 (has links)
In recent years, the age of additional language learning has been lowered in school education. What separates current students from the previous generation, however, is the fact that they use modern technology, such as digital games, and this can be used as a teaching strategy. Several studies show that modern technology can benefit students in their language learning, especially when it comes to vocabulary whose acquisition helps students to develop and master the four language basic skills (listening, reading, speaking, writing). The aim of this study is to provide an overview of the literature concerning the use of digital games and their characteristics in middle school in Sweden(ages 9-12), looking at the positive and negative effects game-use has on English vocabulary learning. Results from different studies indicate that the advantages of using digital games with the aim of vocabulary acquisition outweigh the disadvantages that this computer technology can cause. Using digital games together with pedagogical materials can, for example, reduce speaking stress, increase students’ interest, motivate them to language learning, and develop language learning strategies. It is nonetheless important to take the risks of modern technology into consideration, such as behaviour change or addiction, especially with young users. Overall, integrating entertainment games into educational contexts can result in effective student learning gains.
17

Video games – A tool for expanding English vocabulary knowledge? : A study of video games potential impact on English vocabulary knowledge in Swedish upper secondary students / Dataspel – Ett verktyg för lärande av engelskt ordförråd? : En studie om videospels eventuella påverkan på engelska ordförrådskunskaper hos svenska gymnasieelever

Johannesson, Emelie January 2020 (has links)
This study researches the possibility of video games being a helpful tool when it comes to English vocabulary knowledge, by comparing the English vocabulary knowledge of those that play video games to those that do not play video games. The study also focuses on comparing the English vocabulary knowledge of those that play video games frequently to those that play video games seldomly and discuss why this might make a difference. 37 students were asked to fill in a questionnaire with questions focusing on if they play video games or not, how often they play and what sort of games they played. The second part of the study was a vocabulary test containing 51 words one might encounter whilst playing video games, in this vocabulary test the students were asked to give an English synonym and a Swedish translation of these words. The results of the study revealed that there were differences between the groups, as those that did play video games scored higher on the vocabulary test compared to those that did not play video games. There was also a difference in terms of performance on the vocabulary test depending on how often the students played video games. / Denna studie undersöker videospels möjlighet till att vara ett hjälpmedel när det gäller kunskaper i engelskt ordförråd genom att jämföra ordförrådskunskaperna hos de som spelar videospel med de som inte spelar videospel. Studien fokuserar också på att jämföra de engelska ordförrådskunskaperna hos dem som ofta spelar videospel med de som sällan spelar videospel och diskuterar varför detta kan göra en skillnad. 37 elever ombads att fylla i ett frågeformulär med frågor med fokus på om de spelar videospel eller inte, hur ofta de spelar och vilken typ av spel de spelade. Den andra delen av studien var ett ordförrådstest innehållande 51 ord som kan stötas på i videospel, i detta ordförrådstest ombads eleverna att ge en engelsk synonym och en svensk översättning av dessa ord. Resultaten av studien visade att det fanns skillnader mellan grupperna, eftersom de som spelade videospel fick högre poäng på ordförrådstestet jämfört med de som inte spelade videospel. Det fanns också skillnader prestationsmässigt i ordförrådstestet beroende på hur ofta eleverna spelade videospel.
18

Development of Spanish-Speaking Bilinguals’ English Vocabulary and the Long-Term Influence of the Pre-K Classroom Linguistic Environment

Chaparro-Moreno, Leydi Johana 05 October 2022 (has links)
No description available.
19

Do Re Mi? Yes! Using Music and Visual Arts to Promote Thai Children's English Vocabulary Development

Mathayomchan, Somsuda 05 1900 (has links)
This research examines the efficacy, if any, of the Music and Visual Arts (MVA) program in improving the English vocabulary development of first grade Thai students. The researcher developed the Vocabulary Recognition Assessment (VRA) as a measure of English vocabulary development. It employs the accuracy and rapidity method of word recognition as a measurement of English language development in Thai children. Forty first grade Thai students in a Bangkok elementary school participated in the study. Participants were divided equally between an experimental group and a control group. During a nine-week period, students in the experimental group were instructed with the MVA strategy, while students in the control group were taught with the Visual Arts (VA) strategy. Paired sample t-test, ANOVA, and ANCOVA were used to analyze data from the VRA, to compare the pre-test and the post-test in terms of accuracy scores and rapidity scores of the control group and the experimental group. Data revealed that students instructed with the MVA strategy improved their English vocabulary development in terms of accuracy of word recognition significantly more than students taught English using the VA strategy. No significant difference was found between the MVA strategy and the VA strategy in terms of rapidity of word recognition. The MVA strategy could be a useful strategy for Thai early childhood teachers to use in helping Thai children learn English vocabulary.
20

不同設計元素之遊戲式英文單字學習APP在學習成效、情緒及注意力之影響研究 / Effects of Design Factors of Game-based English Vocabulary Learning APP on Learning Performance, Emotion, and Attention

曹鼎, Cao, Ding Unknown Date (has links)
遊戲式學習已被證實能夠有效提升學習者的學習成效,而遊戲的愉悅度是否設計得越強烈,對學習成效越有幫助,是個值得探索的問題。此外,遊戲過程中,有哪些遊戲設計要素能夠影響學習成效,同時讓學習者在遊戲中亦能夠感到趣味性,進而達到學習目標,值得我們關切。再者,學習的專注力及情緒在學習型遊戲設計中,也是必須納入考量的面向。因此,本研究分別探討兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,對於學習者學習成效、專注力、放鬆度及單字記憶保留上的影響。 本研究以馬祖高中高三的36位學生為研究對象,根據英語字彙前測成績及性別將其隨機分派至兩款在遊戲設計要素上具有顯著差異的英文單字學習APP,進行四週的英語字彙學習。結果顯示遊戲設計要素較低的組別的學習者,在英文單字學習成效、單字記憶保留上的成效均顯著優於遊戲設計要素較高組別學習者,同時放鬆度亦較高,而專注度不如遊戲設計要素較高的組別,且各依變項間彼此有顯著的正相關。此外,本研究亦進一步證實性別差異存在於不同遊戲設計要素的英語字彙學習APP中,在遊戲設計要素較低的英文單字學習APP中,發現女性學習者擁有顯著較優的英語字彙學習成效及記憶保留度。而本研究也發現「符合程度的挑戰性」為設計遊戲式英文單字學習APP時最需要重視的遊戲設計要素。 綜上所述,本研究證實相較於遊戲設計要素較高的高刺激性英文單字學習APP,遊戲設計要素較低的低刺激性英文單字遊戲APP對於學習成效、單字記憶保留上具有較正面的效應。此一結果顯示像英語字彙學習這樣的認知型學習,在遊戲設計上並不適合納入刺激性較高的遊戲設計要素。此外,對遊戲設計者來說,未來設計英文單字遊戲學習APP時,亦應將性別差異納入設計考量,同時儘可能在遊戲娛樂性及教育性中取得平衡。 / Game-based learning has been proved to effectively boost learners’ learning performance, while whether more enjoyment designed in the game brings better learning performance remains unknown. Besides, what game design factors will affect learning performance and simultaneously keep learners interested in the game is also worth investigating. Moreover, attention and emotion are two dimensions which should be taken into account when designing learning games. As a result, this study tries to assess the effects of using two different English vocabulary learning APPs with significantly different game design factors on learners’ performance, sustained attention, meditation, and vocabulary memory retention, respectively. A pilot study was conducted beforehand to examine whether the two considered English vocabulary game APPs differ significantly in game design factors including concentration, feedback, challenges match player skills, control, and immersion. In the formal study, thirty-six Grade 12 students from Matsu senior high school participated in this study. They were randomly divided into two experimental groups based on gender and pretest scores, separately using two English vocabulary game APPs with significantly different game design factors for English vocabulary learning. The study lasted for four weeks. Analytical results show that students using game with lower scores in game design factors generated significantly better vocabulary learning performance, memory retention and meditation level than those using game with higher scores in game design factors, while sustained attention level was lower. Also, they were significantly correlated to one another. Moreover, this study further confirms that gender differences existed among English vocabulary learning games with different game design factors. Girls were found to have significantly better English vocabulary learning performance and memory retention in the game APP with lower scores in game design factors. Furthermore, “challenge matches players’ skill” was found to be the most important game design factor when designing game-based English vocabulary learning APPs. In conclusion, this study confirms that English vocabulary game APPs with lower exciting elements have more positive learning effects on learning performance, memory retention than those with higher scores in game design factors. The result indicates that when designing games, higher exciting game design factors are not suitable for cognitive learning, such as English vocabulary learning. Finally, this study provides suggestions for future game-design developers to take gender differences into consideration when designing English vocabulary learning game APPs, and meanwhile tries to strike the balance between educational purpose and entertainment of the game APPs.

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