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Teaching English with Technology, v17 n1 p17-45 2017

Participation in interactive games, especially those in immersive environments, is often employed in learning contexts to stochastically develop L2 learners' language ability. However, typical measures of language ability often do not reflect pragmatic competencies. This study juxtaposes two elementary school ESL learners' language ability, and facility with the media, with their politeness measures. Data was collected from out-of-school gameplay chat in a virtual environment designed for elementary school learners. Results suggest learners can express pragmatic miscues to interlocutors in the lean media of synchronous chat.

Descriptors: Games, Interaction, Second Language Instruction, English (Second Language), Language Skills, Elementary School Students, Video Games, Computer Mediated Communication, Simulated Environment, Synchronous Communication, Pragmatics, Language Usage, Interpersonal Communication, Korean Americans, Coding, Qualitative Research, Discourse Analysis

IATEFL Poland Computer Special Interest Group / University of Nicosia / Maria Curie-Sklodowska University. Ul. J. Sowinskiego 17, 20-041 Lublin, Poland. Web site: http://tewtjournal.org





Autor: Howard, Craig D.; Do, Jaewoo

Fuente: https://eric.ed.gov/?q=a&ft=on&ff1=dtySince_1992&pg=1824&id=EJ1135867







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