2 resultados para Higher order vocabulary

em Academic Archive On-line (Stockholm University


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Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research questions, two quantitative data elicitation methods are used: a questionnaire which aims to gather attitudinal and behavioral data, and a Vocabulary Levels Test which elicits data about the participants’ receptive vocabulary proficiency. The participants consist of 25 students at an upper secondary school in Stockholm. The results show that participants who played video games scored higher on the Vocabulary Levels Test, indicating a higher receptive vocabulary proficiency. Furthermore, the results show that participants who played moderate to frequent amounts of time performed better in the Vocabulary Levels Test than infrequent players. The results also show that video games emphasizing co-operation and communication are preferable to use for vocabulary acquisition. Additionally, the study discusses if video games could be integrated into the Swedish upper secondary school system.

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Stimuli that cannot be perceived (i.e., that are subliminal) can still elicit neural responses in an observer, but can such stimuli influence behavior and higher-order cognition? Empirical evidence for such effects has periodically been accepted and rejected over the last six decades. Today, many psychologists seem to consider such effects well-established and recent studies have extended the power of subliminal processing to new limits. In this thesis, I examine whether this shift in zeitgeist is matched by a shift in evidential strength for the phenomenon. This thesis consists of three empirical studies involving more than 250 participants, a simulation study, and a quantitative review. The conclusion based on these efforts is that several methodological, statistical, and theoretical issues remain in studies of subliminal processing. These issues mean that claimed subliminal effects might be caused by occasional or weak percepts (given the experimenters’ own definitions of perception) and that it is still unclear what evidence there is for the cognitive processing of subliminal stimuli. New data are presented suggesting that even in conditions traditionally claimed as “subliminal”, occasional or weak percepts may in fact influence cognitive processing more strongly than do the physical stimuli, possibly leading to reversed priming effects. I also summarize and provide methodological, statistical, and theoretical recommendations that could benefit future research aspiring to provide solid evidence for subliminal cognitive processing.