The Multimodal Affordances of Commercial-off-the-Shelf Video Games That Support Vocabulary Learning
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Engagement with video games by second-language (L2) users has been shown to be a substantial source of English-language exposure linked to increased L2 vocabulary proficiency (Lindgren & Munoz, 2013). Word learning through gaming has been attributed to the affordances of video games (Kuppins, 2010), although few studies have investigated how digital games present vocabulary learning opportunities. This research expands on the work carried out by Rodgers (2018), which applied the principles of multimedia learning (Mayer, 2021) to television, by applying a multimodal analysis to 10 commercial games to examine how spoken dialogue is supported through visual, textual, and procedural modes. This was done by conducting a corpus analysis of gameplay recordings to classify the multimodal affordances for vocabulary. Results indicate that the imagery in digital games occurs similarly to narrative television and is further benefitted by additional modalities, demonstrating that video gaming could be a suitable medium for extramural learning
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Copyright © 2022 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.
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- 2022
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charlebois-themultimodalaffordancesofcommercialofftheshelf.pdf | 2023-05-05 | Public | Download |