2 resultados para Turkish language - Translating into English

em Academic Archive On-line (Stockholm University


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Traditionally, some occupational titles have been explicitly marked for the gender of the group dominating the occupation. For example, in male-dominated occupations, titles often end with -man. However, since the second-wave feminist movement, several of the previously gender-biased titles have been supplemented by new, gender-neutral titles. Previous research has shown a discrepancy between researchers regarding the implications of these new titles. Some argue that the gender-neutral titles are only used for female referents, whereas others claim that gender-neutral titles, especially for male- dominated occupations, tend to still presuppose maleness. In the present paper, a corpus-based study is conducted on a few selected occupational titles. The aim is to investigate whether the gender-neutral alternatives have increased in usage over time, and whether the gender-biased ones have decreased. In addition, the study aims at examining whether the gender-neutral forms tend to be used primarily for women or men. The present study is corpus-based, examining the particular terms in the TIME Magazine Corpus. The results of the study show that there has been an increase of the gender-neutral forms since their introduction to English, and that they are primarily used when there is no explicit gender referencing. Proposed explanations for these results are that it may depend on the type of work involved in the selected occupations, as well as them being male-dominated. Furthermore, the results indicate that the gender- neutral terms are opted for when gender is either unknown or irrelevant for the context. 

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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.