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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.
61

Fritidsengelskan i ett Affinitetsutrymme -En text- och genreanalys av minecraftforums.net

Andersson, Robin January 2019 (has links)
In an age of rapid digital development, Skolverket (2018) asks for increased teacher competence in information and communication technology (ICT), both competence in classroom digitalization and pupil’s out-of-school activities involving ICT. One of many areas in which ICT has an effect on the relationship between school and the pupils’ out-of-school activities is in the English subject. Their exposure to English media has led to increased incidental and naturalistic learning opportunities for pupils. The purpose of this study is to investigate the effect of extramural English on the Swedish school, more specifically, the affinity space of a gaming forum and their text genres.
62

Extramural English Activities among Younger EFL Learners : A Literature Study on the Forms and Potential Benefits of Extramural English among Young EFL Learners

Elisson, Dennis January 2017 (has links)
Children today encounter the English language on a wide scale, even outside the school walls. As they are exposed to various forms of English language input, they inevitably pick up a certain level of proficiency, which they can later use on their own. This study aims to more precisely research through which mediums English learners in primary school worldwide tend to encounter English the most, as well as how engaging in English activities outside the classroom might affect their English proficiency. By studying prior research on the subject through content analysis, it was found that, while there are some regional differences in terms of prevalence, children mainly encounter English through television, music, and computer games. It was also found that many children who had never before received any English training still possessed a level of English proficiency. These findings shed light on the importance of input for language acquisition as well as how children’s extramural interests can be of importance in the classroom setting.
63

Self-perceived English Proficiency in Relation to Extramural Language Environment : A comparison between Swedish students of English living in the UK and in Sweden

Riffer, Helena January 2012 (has links)
Students today encounter a vast amount of English in their free time, outside the walls of school. They watch English films, play English computer games, and keep international contacts through the internet. This present study focuses on mapping the so called Extramural English activities of two groups of upper secondary high school students in order to find out how and if the overall English proficiency of those students can be derived from the English they encounter in their free time. One of the groups is living and studying at a Swedish school in the UK, while the other one is living and studying at a regular high school in the south of Sweden. Both groups participated in a survey where they were asked to answer questions about their free time habits, time spent on different English activities and how they feel that their confidence and overall proficiency in the subject has improved. The results of this study show that the students living in the UK engage in more English activities outside of school and that they claim overall better results and higher confidence in their English. This study contains proof that Extramural English is an important factor in achieving targetlike language proficiency.
64

Creative Writers in a Digital Age : Swedish Teenagers’ Insights into their Extramural English Writing and the School Subject of English

Morris, Paul January 2022 (has links)
The digital age has re-shaped the landscape of creative writing. One example of the changes that have taken place is the way in which millions of young people, globally, now write and share stories as online fanfiction. This is an out-of-school leisure pastime that can also help improve language skills (Aragon & Davis, 2019; Black, 2008). English taught as a second language (i.e. L2) in schools can be less authentic, less motivational and engaging than English used in free-time situations (extramural English, Sundqvist, 2009); thus, there is a need to “bridge the gap” between the English taught in the formal setting of school and the English encountered in informal settings (Swedish Schools Inspectorate, 2011). This licentiate thesis focuses on extramural English creative writing and aims to raise understanding about the ways it can motivate and engage. Also, the issue of L2 English is addressed in relation to pupils’ perspectives of their informal learning as well as their insights into creative writing and challenge in the school subject of English. The participants in the study were thirteen teenage pupils of Swedish secondary and upper-secondary schools who write creatively in English in their free time. Their writing included stories, comics, poems and songs, and some of this work was published online. Data was collected using semi-structured interviews, and it was analysed using qualitative content analysis. The findings confirm that writing can be closely related to reading, as participants were motivated by stories they wished to imitate and adapt. Also, the results show how teenage creative writers were able to use networked communication to access a large global readership. There was a strong motivation to write for pleasure – for oneself – and this writing, and enjoyment, could subsequently be shared with others. The free-time writing activity was fun, playful and imaginative, and also aided understanding of the participants’ own experiences and emotions. The state of flow (Csíkszentmihályi, 1990) was an aspect of the pupils’ engagement with creative writing as well. The activity was rewarding as it brought praise, enabled role-play, involved social contacts, and opened the way to new affiliations and friendships. Moreover, the pupils considered that their language learning was enriched through their free-time creative writing. Finally, the participants offered valuable insights into aspects of English as a school subject: there was some creative writing in English lessons, but there was a need for both more creative writing and more challenge.
65

How Can English Teaching Benefit from Students’ Extramural English in Secondary School 7-9? / Hur kan engelskundervisningen dra nytta av elevernas extramurala engelska i grundskolan 7-9?

Ali, Heba January 2021 (has links)
Abstract This empirical study investigates how students in secondary school 7-9 learn the English language outside of school, in an informal setting, and how they can benefit from it in a formal setting in school. The usage of digital technology is more common nowadays amongst youngsters than it used to be before. Digital technology has become a part of young people’s daily lives, whether it is for social media, schoolwork, gaming or blogging. Most students in Swedish secondary schools have their own computers, mobile phones, and have the opportunity to borrow an iPad from school, if needed. For this reason, it is relevant and interesting to investigate how students use their informal knowledge of English in a school setting, and how teachers take advantage of that knowledge. The research focused primarily on how the incorporation of extramural English can be used as a motivating factor for students to develop their English language in a formal setting. The results showed that students who are given the opportunity to use their previous knowledge in the classroom, appeared to be more encouraged to engage in classroom activities. They were also more motivated to work with the assignments handed to them. Teachers who involved students’ interests and previous knowledge in the classroom were experienced in the use of different media in the classroom and had good knowledge about students’ daily lives and experiences, something that helped them establish a positive teacher-student relationship. Keywords: extramural English, out-of-school English, teaching materials, motivation, informal- and formal settings, students’ perceptions.
66

Use of phrasal verbs among Swedish secondary school students : Do patterns and amount of phrasal verb usage correlate with the level of engagement in Extramural English activities?

Olson, Edith January 2023 (has links)
Extramural English (EE) activities are activities in English that students spend time on outside of school. Previous studies have often concluded that EE activities have a positive effect on students’ English proficiency. The phrasal verb is a language feature which often causes problems for learners of English as a second language. Phrasal verbs are multi-word phrases whose meaning cannot be guessed by the learner, often causing them to avoid using them. This study investigates the phrasal verb usage among Swedish secondary school students and if it is possible to link the usage to level of engagement in popular EE activities. The source of data for this study is the Swedish Learners English Corpus (SLEC), which contains texts written by Swedish secondary school students. An important feature that makes this corpus suitable for this study is that the metadata contains information about time spent on EE activities among the students. The analysis of the phrasal verb usage is structured around a three-level analysis of phrasal verb constructions. Although some differences in the use were noted, the study shows that phrasal verbs are a language feature which is not affected by amount of time spent on EE activities to a significant extent. / Extramural engelska (EE)-aktiviteter är aktiviteter på engelska som elever spenderar tid på utanför skolan. Tidigare studier har ofta kommit fram till att EE-aktiviteter har en positiv effekt på elevernas engelska kunskaper. Frasverb är en språkfunktion som ofta orsakar problem för elever som studerar engelska som andraspråk. Frasverb är fraser som består av flera ord och vars betydelse inte kan gissas av eleven, vilket ofta får dem att undvika att använda dem. Denna studie undersöker användningen av frasverb bland svenska högstadieoch gymnasieelever och om det är möjligt att koppla användningen till hur mycket tid de spenderar på populära EE-aktiviteter. Datakällan för denna studie är ’Swedish Learners English Corpus’ (SLEC), som innehåller texter skrivna av svenska högstadie- och gymnasieelever. En viktig del som gör denna korpus lämplig för studien är attkorpusens metadata innehåller information om hur mycket tid som läggs på EE-aktiviteter bland studenterna. Analysen av användningen av frasverb-konstruktioner är uppbyggd kring en analys i tre nivåer. Även om vissa skillnader i användningen noterades, visar studien att frasverb är en språkfunktion som inte påverkas av mängden tid som spenderas på EE-aktiviteter i betydande utsträckning.
67

Does playing video games have an effect on English vocabulary acquisition? : The correlation between English vocabulary acquisition and the playing of video games in ninth grade learners of English in Sweden / Inverkar spelandet av datorspel vokabulärinlärningen på engelska? : Sambandet mellan engelsk vokabulärinlärning och spelandet av datorspel bland engelskelever i årskurs nio i Sverige

Engqvist, Pontus January 2019 (has links)
There have been many different studies done around the subject of Extramural English, where researchers Sundqvist and Sylvén (2012) have drawn the conclusion that there is a correlation between video games and learners of English improving upon their English vocabulary. This study focuses time spent on whether or not playing video games for an extended amount of time will help with a student’s English vocabulary. This was done by having the students answer a demographic questionnaire in which they answer whether or not they regularly play video games, and answers approximately how many hours a week they do play. The study is looking for a correlation between improved vocabulary scores and longer periods of time spent playing video games every week. The study also looks into specific vocabulary that is commonly found in video games and compares different groups which have spent different amounts of time each week playing video games. Do video games help a learner’s English vocabulary and if so, does an increased amount of time spent on playing video games correlate to a higher score on the vocabulary tests, and do students who plays video games have an easier time with some of the specific vocabulary? The study found that there is indeed a correlation and that if a student spends time playing video games their English vocabulary proficiency will most likely increase as well. A student who spends more than ten hours a week on playing video games had higher average scores than those who played less than ten hours a week. Incidentally the students who did not play video games at all had the lowest average scores in the vocabulary tests. Lastly students who spent time playing video games had an easier time answering the questions relating to words that are commonly used in video games. / Många olika studier har utförts kring lärandet av engelska utanför klassrummet. Forskare har bland annat undersökt möjliga samband mellan Extramural engelska och ett förbättrat engelskt ordförråd. Sundqvist och Sylvén (2012) visar t.ex. ett samband mellan ord inlärning och dataspel. Om det finns ett direkt samband mellan tid tillbringad framför dataspel och utökat ordförråd är vad som utgör fokusen för denna undersökning. I denna korrelationsstudie utdelades ett demografiskt frågeformulär till 60 elever i årskurs nio. Eleverna frågades om hur regelbundet de spelade dataspel och hur många timmar de spelade varje vecka. Eleverna svarade även på ett vokabulärprov där de fick lösa problem angående engelsk vokabulär. De elever som spenderade tio timmar eller mer per vecka med dataspel hade högsta medelvärde på vokabulärproven. De elever som spelade mindre än tio timmar per vecka hade lägre. Samtidigt hade de elever som inte spenderade någon tid alls på dataspel den lägsta medelvärdes poäng utav grupperna. Studien visar en koppling mellan tid spenderat framför dataspel och ett utökat engelskt ordförråd. Ytterligare undersöks möjliga samband mellan tid spenderat på dataspel och inlärning av engelska ord som ofta används i dataspel. I vokabulär provet som eleverna fick fanns det sex ord som eleverna behövde lösa. Dessa ord är vanliga att hitta inom dataspel. Resultatet visar att de elever som spelade dataspel presterade bättre med de dataspels specifika vokabulärproblemen. De elever som inte spelade alls presterade sämst av grupperna, medan elever som spelade lite dataspel varje vecka presterade sämre än de som spelade mycket dataspel varje vecka.
68

Extramural English Matters : Out-of-School English and Its Impact on Swedish Ninth Graders' Oral Proficiency and Vocabulary

Sundqvist, Pia January 2009 (has links)
The present study examines possible effects of extramural English (EE) on oral proficiency (OP) and vocabulary (VOC). The study is based on data collected from Swedish learners of ESL in grade 9 (aged 15-16; N=80; 36 boys, 44 girls) over a period of one year. EE was defined as linguistic activities that learners engage in outside the classroom in their spare time. EE was measured with the help of a questionnaire and two language diaries, each covering one week. In the diaries, the learners recorded how much time they had spent on seven given EE activities (reading books, reading newspapers/magazines, watch­ing TV, watching films, surfing the Internet, playing video games, listening to music). There was also an open category. Speech data were collected with the help of five interactional speaking tests; learners were in random dyads on each occasion. Each student performance was assessed by three raters with the help of a profile scheme, resulting in an overall grade. Based on these grades from the tests, a mean grade for OP (the OP grade) was calculated for each student. OP was defined as the learner’s ability to speak and use the target language in actual communication with an interlocutor. Learners’ VOC was measured with an index variable based on the scores on two written vocabulary tests. For a selection of ten learners, additional analyses were made of oral fluency and the use of advanced vocabulary in speech. A mixed methods research design was used, but the lion’s share of data was analyzed using inferential statistics. Results showed that the total amount of time spent on EE correlated positively and significantly (p < .01) both with learners’ level of OP and size of VOC, but that the correlation between EE and VOC was stronger and more straightforward than the one between EE and OP. The conclusion drawn was that although EE impacts both OP and VOC, the causal relationship is more salient in the case of VOC. Results also showed that some activities were more important than others for OP and VOC respectively; i.e., the type of EE activity mattered. EE activities that required learners to be more productive and rely on their language skills (video games, the Internet, reading) had a greater impact on OP and VOC than activities where learners could remain fairly passive (music, TV, films). An important gender difference was identified. Boys spent significantly more time on productive EE activities than girls; therefore, EE had a greater impact on OP and VOC for boys than for girls. Four background variables were also studied. The conclusion was that EE is an independent variable and a possible path to progress in English for any learner, regard­less of his or her socioeconomic background.
69

The relationship between extramural English activities and performance on vocabulary tests among Swedish upper secondary school learners / Sambandet mellan extramurala aktiviteter på engelska och resultat på vokabulärtest bland svenska gymnasieelever

Zeidan, Lejla January 2019 (has links)
The purpose of this study is to provide additional research on the topic of the relationship between extramural English activities and performance on vocabulary tests among Swedish school learners. Data were collected from English L2 learners in Swedish upper secondary school (English 6 course). A questionnaire about participants extramural English activities was filled in. Participants then took a receptive vocabulary test of 140 items. The participants (N=74) were aged 17, with the exception of one 19-year-old and two 16-year-olds and got divided into two main research groups: gamers and non-gamers. The results from the vocabulary test revealed that gamers had a higher mean score than non-gamers on the test. However, the non-gamers trailed behind with a barely notable distinction. When examining the gamer group more closely, the findings show that participants who spent more time gaming also had the highest scores, compared to lower frequency gamers. Additionally, gamers spend more hours per week on other English-related media (excluding tv-series, movies and gaming) than the non-gamers. This makes it possible to conclude that there is, to some extent, a connection between extramural English activities and better receptive vocabulary. However, while extramural activities influence vocabulary, so does length of instruction in a language. The non-gamers caught up to the gamers, one reason as to why being a result of the length of instruction in English, which may even out large differences between gamers and non-gamers for more advanced learners (Peters, 2018). / Syftet med denna studie är att bidra med ytterligare forskning om ämnet extramurala engelsksaktiviteter och deras inverkan på svenska skolelevers vokabulärinlärning. Data samlades in från elever som har engelska som andrahandsspråk och som gick på gymnasiet (och deltog i engelska 6 kursen). Deltagarnas uppgift var att fylla i ett frågeformulär samt ett engelskt vokabulärtest som bestod av 140 ord. Deltagarna (N = 74) var 17 år gamla, samt en 19-årig elev och två 16-åriga elever, och delades in i två huvudgrupper: spelare (gamers) och icke-spelare (non-gamers). Resultaten från vokabulärtestet avslöjade att spelarna hade ett högre medelvärde än icke-spelare på testet: Dock hade icke-spelarna nästan samma  medelvärde. När man undersöker den gruppen som spelar spel närmare, visar resultaten att deltagare som tillbringade mer tid på spel också hade de högsta poängen jämfört med spelare som spelade mindre frekvent. Dessutom tillbringar spelare i genomsnitt fler timmar per vecka på annan  engelskrelaterad media (exklusive tv-serier, filmer och spel) i genomsnitt än icke-spelarna. Detta gör det möjligt att dra slutsatsen att det i viss utsträckning finns en koppling mellan extramurala engelskaktiviteter och högre ordförrådsförmåga. Peters (2018) slutsats visade att även längden av engelskstudierna kan ha en inverkan på vokabulären och för äldre elever kan möjligen effekten av exempelvis dataspelande jämnas ut desto längre de studerat engelska.

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