Second Language Acquisition Opportunities during Digital Game Interactions

Digital Game Based Learning has been studied for its impact on learning in a fun way in the language classroom. Second language learners are said to benefit from the systemic environment of the game that even low proficient speakers are prompted to engage in the target language in a less stressful w...

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Published in:Asian Journal of University Education
Main Author: Supramaniam K.; Shahirah W.
Format: Article
Language:English
Published: UiTM Press 2022
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85140588982&doi=10.24191%2fajue.v18i4.20041&partnerID=40&md5=d4442ac90970a5d597973ed6a215d2be
id 2-s2.0-85140588982
spelling 2-s2.0-85140588982
Supramaniam K.; Shahirah W.
Second Language Acquisition Opportunities during Digital Game Interactions
2022
Asian Journal of University Education
18
4
10.24191/ajue.v18i4.20041
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85140588982&doi=10.24191%2fajue.v18i4.20041&partnerID=40&md5=d4442ac90970a5d597973ed6a215d2be
Digital Game Based Learning has been studied for its impact on learning in a fun way in the language classroom. Second language learners are said to benefit from the systemic environment of the game that even low proficient speakers are prompted to engage in the target language in a less stressful way. However much past research has adopted a survey stance rather than analysing the interactive patterns emerging from the utterances in real time in understanding second language acquisitions among L2 learners. Therefore, this research focused on two groups (n=8) of secondary school L2 students as they played two rounds of the Werewolf game each to identify the aspects of language that emerged. Findings revealed that their interactions featured negation, lexical borrowing, guessing, repetitions, persuasion and peer-tutoring, of which negation and negotiation were most prevalent. Interestingly, there were also elements of L2 culture. Implications of this study relate directly to the use of digital games for promoting the use of English in a non threatening environment for L2 learners and in furthering current understanding of aspects of second language acquisition among L2 learners. © 2022,Asian Journal of University Education. All Rights Reserved.
UiTM Press
18237797
English
Article
All Open Access; Gold Open Access
author Supramaniam K.; Shahirah W.
spellingShingle Supramaniam K.; Shahirah W.
Second Language Acquisition Opportunities during Digital Game Interactions
author_facet Supramaniam K.; Shahirah W.
author_sort Supramaniam K.; Shahirah W.
title Second Language Acquisition Opportunities during Digital Game Interactions
title_short Second Language Acquisition Opportunities during Digital Game Interactions
title_full Second Language Acquisition Opportunities during Digital Game Interactions
title_fullStr Second Language Acquisition Opportunities during Digital Game Interactions
title_full_unstemmed Second Language Acquisition Opportunities during Digital Game Interactions
title_sort Second Language Acquisition Opportunities during Digital Game Interactions
publishDate 2022
container_title Asian Journal of University Education
container_volume 18
container_issue 4
doi_str_mv 10.24191/ajue.v18i4.20041
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85140588982&doi=10.24191%2fajue.v18i4.20041&partnerID=40&md5=d4442ac90970a5d597973ed6a215d2be
description Digital Game Based Learning has been studied for its impact on learning in a fun way in the language classroom. Second language learners are said to benefit from the systemic environment of the game that even low proficient speakers are prompted to engage in the target language in a less stressful way. However much past research has adopted a survey stance rather than analysing the interactive patterns emerging from the utterances in real time in understanding second language acquisitions among L2 learners. Therefore, this research focused on two groups (n=8) of secondary school L2 students as they played two rounds of the Werewolf game each to identify the aspects of language that emerged. Findings revealed that their interactions featured negation, lexical borrowing, guessing, repetitions, persuasion and peer-tutoring, of which negation and negotiation were most prevalent. Interestingly, there were also elements of L2 culture. Implications of this study relate directly to the use of digital games for promoting the use of English in a non threatening environment for L2 learners and in furthering current understanding of aspects of second language acquisition among L2 learners. © 2022,Asian Journal of University Education. All Rights Reserved.
publisher UiTM Press
issn 18237797
language English
format Article
accesstype All Open Access; Gold Open Access
record_format scopus
collection Scopus
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