The aim of this study review is to seek knowledge about how computer games affect students' motivation and vocabulary in English teaching. This paper will also examine the challenges that may occur when including games in education. The choice of game genre is based on Vygotsky's sociocultural theory, which states that learning occurs in social interactions. Using language in order to learn and communicate with others is emphasized in the theory. In order to obtain scientific articles that were of interest to the purpose and questions of the study, several different databases have been used. The studies that have been used are both national and international studies, which have led to a broader perspective in the results of this study. The results of the study show that computer games develop students' vocabulary where they are given the opportunity to both use their abilities and develop them. The students also get the opportunity to interact with other players where they can speak English freely while remaining anonymous. As games increase students' motivation for language learning, teaching becomes more meaningful. Furthermore, the results show that games also develop problems such as gambling addiction and sometimes even aggressive behavior depending on the game's gratification system.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:oru-103921 |
Date | January 2023 |
Creators | Melek, Zeineb |
Publisher | Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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