Vocabulary Acquisition in English as a Foreign Language: Digital Gameplaying The Sims

Caroline Chioquetta Lorenset, Celso Henrique Soufen Tumolo

Resumo


The use of digital technological resources for educational settings is a quite recent phenomenon (Savi; Ulbricht, 2008). Although recent research emphasizes the importance of integrating technology into the curriculum, its use can only be effective for learning if well integrated in a meaningful way in the classroom (Prensky, 2007; Squire, 2006). This article aims to characterize vocabulary acquisition and the use of the digital game The Sims, and to investigate if and how it can assist vocabulary of English as a foreign language. Data collected involved participants of a public school setting in Florianópolis, SC, Brazil. The instruments used were a pre-test, a post-test, a delayed post-test, as well as a narrative writing. Results indicated The Sims as effective for vocabulary acquisition in EFL, since it deals with routine and familiar vocabulary and offers a new virtual life and contextual learning for players.


Palavras-chave


English as a Foreign Language; Technology for Teaching and Learning, Linguistics

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Referências


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DOI: https://doi.org/10.15210/rle.v22i4.16642

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Qualis: A1 (Letras, 2016)

ISSN (digital): 1983-2400

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