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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.
1

Úroveň slovní zásoby u žáků na začátku 1. roč. základní školy / The level of vocabulary among first-year primary school pupils.

HANŽLOVÁ, Michala January 2009 (has links)
Bachelor thesis pursue speech development in separate language plane. It is focusing in more detail on lexikal semantic plane, i.e. word-stock by children in separate age period. The emphasis gives on vocabulary level standard of children at the biginning of the first class primary school. The sato determinare the vocabulary level ck at the biginning of the first class primary school with the assistence of experimantal sond in two primary schools and it contains the comparison beetwen two primary schools. It contains methods to learn and games.
2

Rethinking Vocabulary Size Tests: Frequency Versus Item Difficulty

Hashimoto, Brett James 01 June 2016 (has links)
For decades, vocabulary size tests have been built upon the idea that if a test-taker knows enough words at a given level of frequency based on a list from corpus, they will also know other words of that approximate frequency as well as all words that are more frequent. However, many vocabulary size tests are based on corpora that are as out-of-date as 70 years old and that may be ill-suited for these tests. Based on these potentially problematic areas, the following research questions were asked. First, to what degree would a vocabulary size test based on a large, contemporary corpus be reliable and valid? Second, would it be more reliable and valid than previously designed vocabulary size tests? Third, do words across, 1,000-word frequency bands vary in their item difficulty? In order to answer these research questions, 403 ESL learners took the Vocabulary of American English Size Test (VAST). This test was based on a words list generated from the Corpus of Contemporary American English (COCA). This thesis shows that COCA word list might be better suited for measuring vocabulary size than lists used in previous vocabulary size assessments. As a 450-million-word corpus, it far surpasses any corpus used in previously designed vocabulary size tests in terms of size, balance, and representativeness. The vocabulary size test built from the COCA list was both highly valid and highly reliable according to a Rasch-based analysis. Rasch person reliability and separation was calculated to be 0.96 and 4.62, respectively. However, the most significant finding of this thesis is that frequency ranking in a word list is actually not as good of a predictor of item difficulty in a vocabulary size assessment as perhaps researchers had previously assumed. A Pearson correlation between frequency ranking in the COCA list and item difficulty for 501 items taken from the first 5,000 most frequent words was 0.474 (r^2 = 0.225) meaning that frequency rank only accounted for 22.5% of the variability of item difficulty. The correlation decreased greatly when item difficulty was correlated against bands of 1,000 words to a weak r = 0.306, (r^2 = 0.094) meaning that 1,000-word bands of frequency only accounts for 9.4% of the variance. Because frequency is a not a highly accurate predictor of item difficulty, it is important to reconsider how vocabulary size tests are designed.
3

Learning by Gaming : Investigating the Influence of Playing Video Games on Vocabulary Level among Swedish ESL Learners

Hadin, Joacim January 2019 (has links)
The video game industry is one of the fastest growing markets in the world today. The fact that playing video games has become such a popular recreational activity among youths and adolescents has created a need for research investigating the effects of video game playing. Because of the role of the English language as a global lingua franca, most video games are released in English. Since most video games are released in English, many believe that the utilization of video games can help learners of English to improve their knowledge of how to utilize the English language. The aim of this study is to investigate whether video game playing does positively influence the English receptive vocabulary level of ESL learners. In addition, the present study also investigated the influence of other factors, such as the utilization of online communication tools, the average time spent playing video games, and the type of video games played, on English receptive vocabulary level. The study was conducted using quantitative research methods. Since the aim of the study was to investigate the relation between two separate aspects, the study had to utilize two separate elicitation methods for the data collection: one questionnaire (that was supposed to determine each informant’s video game habits) and one vocabulary test (that was supposed to get an approximation of each informant’s receptive vocabulary level). When the data had been collected, the tests were corrected, and the participants were categorized according to the previously mentioned variables. The mean scores of the categories were later examined and compared to each other. Differences between groups that were of high importance were further examined, with a t-test, to determine whether the difference was statistically significant or not. The results of the study show that the vocabulary level difference between ESL learners that do play video games and ESL learner that do not play video game is insignificant. The results further show that the utilization of online communication tools while playing video games positively influences vocabulary level, as the mean score difference on the vocabulary test between OCT users and OCT non-users was revealed to be significant by the t-test. The analysed data thus show that the influence of the utilization of online communication tools on English receptive vocabulary level are more significant that the influence of playing video games.

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