Activate space rats! Fluency development in a mobile game-assisted environment

Loading...
Thumbnail Image

Contributor

Advisor

Editor

Performer

Department

Instructor

Depositor

Speaker

Researcher

Consultant

Interviewer

Interviewee

Narrator

Transcriber

Annotator

Journal Title

Journal ISSN

Volume Title

Publisher

University of Hawaii National Foreign Language Resource Center
Michigan State University Center for Language Education and Research

Journal Name

Language Learning & Technology

Volume

22

Number/Issue

3

Starting Page

159

Ending Page

175

Alternative Title

Abstract

Activities that promote fluency development or the automatization of speech are often ignored in second language classes because they do not teach new things; instead, they focus on speeding up language use (Nation & Newton, 2008). Anxiety also decreases chances for fluency development, as learners are less willing to produce output (Gregersen & MacIntyre, 2014), consequently hindering language development (Swain, 2000). One way of minimizing the impact of these limitations is to motivate students to speak intelligibly and fluently, preferably beyond the constraints of the language classroom. In this study, we investigated the pedagogical use of Spaceteam ESL, a mobile game that requires intelligible and fluent computer-mediated oral exchanges among players. Participants (N = 20) were low-intermediate English as a second language (ESL) students divided into two groups: the treatment group, which played Spaceteam ESL as a 15-minute warm-up activity for six weeks, and the control group, which engaged in comparable non-gaming activities. Pre-tests, post-tests, and delayed post-tests measured changes in oral fluency (i.e., syllables produced per minute and judges’ ratings) and interviews addressed factors related to anxiety and willingness to communicate (WTC). Findings indicated that learners who played Spaceteam ESL outperformed the control group in judges’ ratings for oral fluency and that the gameplay might positively influence anxiety and WTC.

Description

Citation

Grimshaw, J., & Cardoso, W. (2018). Activate space rats! Fluency development in a mobile game-assisted environment. Language Learning & Technology, 22(3), 159–175. https://doi.org/10.64152/10125/44662

Extent

Format

Type

Article

Geographic Location

Time Period

Related To

Related To (URI)

Table of Contents

Rights

Rights Holder

Catalog Record

Local Contexts

Email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.