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New Technologies and the ‘Wow’ Factor: Investigating the Relationship Between Time of Exposure to New Media and Students’ Opinions on Game-Supported Language Learning

  • Krzysztof KotułaEmail author
Chapter
Part of the Second Language Learning and Teaching book series (SLLT)

Abstract

The present paper focuses on the problem of video game-supported language learning. In order to examine students’ opinions on the subject, a study was conducted among 47 learners of French attending the same secondary school. The study had three major goals. Primarily, it was undertaken to indicate students’ general perception of game-supported language learning, that is to determine whether they really consider this type of tasks as interesting and profitable. The second aim was to find out whether opinions of individuals coming across this kind of technology for the first time would be divergent from those who benefit from it regularly during foreign language classes. Finally, another important goal of the research was to determine whether variables such as gender, length of foreign language instruction, as well as pupils’ general views on the nature of second language learning and the self-perception of their language abilities can have an impact on their perception of game-supported language learning.

Keywords

Video Game Foreign Language Language Skill Language Learning Language Acquisition 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Maria Curie-Skłodowska UniversityLublinPoland

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