2 resultados para Proficiency Rating

em Academic Archive On-line (Stockholm University


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Automaticity (in this essay defined as short response time) and fluency in language use are closely connected to each other and some research has been conducted regarding some of the aspects involved. In fact, the notion of automaticity is still debated and many definitions and opinions on what automaticity is have been suggested (Andersson,1987, 1992, 1993, Logan, 1988, Segalowitz, 2010). One aspect that still needs more research is the correlation between vocabulary proficiency (a person’s knowledge about words and ability to use them correctly) and response time in word recognition. Therefore, the aim of this study has been to investigate this correlation using two different tests; one vocabulary size test (Paul Nation) and one lexical decision task (SuperLab) that measures both response time and accuracy. 23 Swedish students partaking in the English 7 course in upper secondary Swedish school were tested. The data were analyzed using a quantitative method where the average values and correlations from the test were used to compare the results. The correlations were calculated using Pearson’s Coefficient Correlations Calculator. The empirical study indicates that vocabulary proficiency is not strongly correlated with shorter response times in word recognition. Rather, the data indicate that L2 learners instead are sensitive to the frequency levels of the vocabulary. The accuracy (number of correct recognized words) and response times correlate with the frequency level of the tested words. This indicates that factors other than vocabulary proficiency are important for the ability to recognize words quickly.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

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.