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dc.contributor.authorJabbari, Nasseren
dc.contributor.authorPeterson, Marken
dc.date.accessioned2024-03-07T04:50:16Z-
dc.date.available2024-03-07T04:50:16Z-
dc.date.issued2023-08-
dc.identifier.urihttp://hdl.handle.net/2433/287246-
dc.description.abstractMany English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether playing such games improves these learners’/gamers’ speaking performance over time. Drawing on usage-based theories of language learning, this longitudinal mixed-methods case study addressed this question by measuring six EFL gamers’ speaking performance in terms of complexity, accuracy, and fluency (CAF) over the course of six months, and exploring their perceptions relating to the gaming environment and their language learning. The participants played in two teams: Team 1 with low-intermediate and Team 2 with high-intermediate proficiency. Each team comprised three EFL gamers and a native English speaker. Overall, the results appeared positive for the EFL gamers on both teams but in different ways. Their speaking performance showed improvements in 50% of the CAF indices. These results are discussed in light of the gamers’ perceptions about the dynamics of in-game communication, the game’s socio-affective environment, and the development of their speaking performance.en
dc.language.isoeng-
dc.publisherTaylor & Francisen
dc.rights© 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Groupen
dc.rightsThis is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License, which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way. The terms on which this article has been published allow the posting of the Accepted Manuscript in a repository by the author(s) or with their consent.en
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/-
dc.subjectMassively multiplayer online gamesen
dc.subjectspeaking performanceen
dc.subjectcomplexityen
dc.subjectaccuracyen
dc.subjectfluencyen
dc.titleComplexity, accuracy, and fluency improvements through massively multiplayer online gaming: a longitudinal mixed-methods case studyen
dc.typejournal article-
dc.type.niitypeJournal Article-
dc.identifier.jtitleThe Language Learning Journalen
dc.identifier.volume51-
dc.identifier.issue4-
dc.identifier.spage416-
dc.identifier.epage450-
dc.relation.doi10.1080/09571736.2023.2219713-
dc.textversionpublisher-
dcterms.accessRightsopen access-
dc.identifier.pissn0957-1736-
dc.identifier.eissn1753-2167-
出現コレクション:学術雑誌掲載論文等

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