Gaming and Peer to Peer Language Learning


With the encroaching use of online teaching material teachers have an abundance of materials available to make their lessons more effective . This paper examines the effects of digital media, in particular gaming, in how it can assist students in second-language acquisition As is shown students are spending more time gaming than in the language-learning classroom as the traditional roles of teachers are being partially transformed. Firstly, it looks at how standard words, phrases and colloquialisms are being mastered, and what language skills students are focused on while gaming. It also briefly examines the cognitive and neurological effects of gaming in connection to when students formally begin to learn a foreign language in regards to the fact that most game sites preferred are not in a student´s mother tongue, and that students who study courses, such as air transport, must have some knowledge of English to eventually work in that field. Through a questionnaire and the implementation of a game focused on air traffic control simulation it also looks at how students regard learning from each other in a language classroom. Most of its conclusions come from a series of cross-sectional questionnaires distributed to groups of over two-hundred students conducted over two years at a Czech technical university, involving five different faculties, and students from the first to fifth year of study. Two questionnaires are focused on what students perceive they are learning while gaming, while the third one looks at how they view their interaction with each other.

Author Information
Mark Landry, VSB-Technical University of Ostrava, Czech Republic
Lenka Landryova, VSB-Technical University of Ostrava, Czech Republic

Paper Information
Conference: ECLL2017
Stream: Gaming and Simulation

This paper is part of the ECLL2017 Conference Proceedings (View)
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Posted by James Alexander Gordon