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Online Games Improve Non-Native Speaker English Proficiency

Essay by   •  June 16, 2015  •  Research Paper  •  2,811 Words (12 Pages)  •  1,348 Views

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ALS 611

Research methodology

 “Online games improve non-native speaker English proficiency”

Prepared for

Dr Othman Ismail

Prepared by

Ahmad Nizam Qusyairi Mat Luzi

2012932037

Table of Contents

Introduction                                                                        1

Background of study                                                                1

Statement of problem                                                                3

Purpose of study                                                                4

Research questions                                                                4

Significance of study                                                                6

Definition of term                                                                6

Scope and limitation of study                                                        7

Conclusion                                                                        8

CHAPTER ONE

INTRODUCTION

  1. Introduction

This chapter discusses the background to the study, states the problem, lists the objectives of the study, presents the research question, discuss the significance of the study, defines key terms and lastly, states the limitations of the study.

  1. Background of the study

During the 1990's era, playing online games as a leisure activity has significantly expanded in fame (Berger, 2002). The games vary from each other relying upon the reason and purpose of the game created. The various distinction in structure and utility spots them in different types, for instance, the class 'Multiplayer Online Battle Arena'. In any case, a large portion of the diversions have a shared element, where the games are basically developed with English as the main language (Chik, 2012). Most online games have directions, storylines, and chats that are composed in English. Individuals who participate in such exercises consistently will have a persistent association with the English language. It appears to be believable that such a perpetual association could enhance players' English vocabulary by utilizing English as a lingua franca.

Lingua franca can be characterized as any talked correspondence between individuals who have diverse first languages and the language talked between them is a second language for them two (Seidlhofer, 2011). It could be contended that English is rehearsed as a most widely used language between gamers since a considerable lot of them are non-native speakers conveying in English while playing. It is essential that players comprehend English in order to undestand the game and different players and additionally utilizing it as a system to wind up effective gamers. The utilization of English may conceivably give players a chance to participate in a bigger scope of games because of the individual understanding of English.

English is the first most widely used language to infiltrate landmasses through both language spread and the circulation of the Anglo-American society (Seidlhofer, 2011). Henceforth, non-native speakers of English could be mindful of what constitutes, for case, offending language use in gaming. In a few games, players are obliged to speak with one another to push ahead in the game. The individuals who have great language capability could have favorable element since their language aptitudes could influence the result of the game. Still, non-native speakers with diverse ethnic and social foundations may have distinctive conclusions of what is suitable talk while communicating in English (Mauranen, 2012).

Seidlhofer (2011) notice that the transaction of significance is crucial for non-native speakers while speaking with one another. To utilize the methodology of arranging implications enhances one's language capability since the capacity to notice relationship of segments in a language develops. The absence of language capability could prompt inconveniences if non-native speakers try not to see one another. In games where individuals play together in groups, they may be needed to depict what activities to complete and which submits to go in request to be effective in the amusement. In this manner, it is vital that they don't misjudge one another however in the event that they do it might lead to outcomes in the gaming reality, for example, the passing of the characters. At the point when characterizing language capability the declaration itself is uncertain. On the other hand, while examining language capability joined with feature and online games one ought to attract thoughtfulness regarding vocabulary since it remains for the fundamental semantic distinction between the games.

Moreover, while interacting with other non-native speakers players can expand their vocabulary since they also are in the same boat. Games nowadays also used a wide range of vocabulary that may not be acquired in the school. According to Gee (2007), the knowledge of literacy can only be deepen by playing video games and cannot be acquired at school. Furthermore, players have the tendency to use chat sites in order to communicate with other players (Chandler & Chandler, 2011). Further usage of this type of communication explains that players are exposed to the English Language constantly. Furthermore, games nowadays are targeting non-native speakers where the developer prompt non-native speakers to learn English more as the English language is treated as the lingua franca in today’s world Thusly, the capacity for players to broaden their English vocabulary while communicating with other non-native speakers is big. Specified games such as “Devil May Cry” include of various sorts of vocabulary, where players might not encountered in at school. As referred by Gee (2007), playing online games can develop their English proficiency where is can be used as a learning tool to help them improve even better at English. Also, players interact with one another while playing, either doing quest or mission or even through visiting certain destinations (Chandler 2011). Moreover, numerous games are focusing towards a more extensive group of onlookers comprising of non-native speakers, which utilize English as a lingua franca.

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