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Gamers, Surfers, Social Media Users: Unpacking the role of interest in English.
- Source :
- Journal of Computer Assisted Learning; Oct2019, Vol. 35 Issue 5, p595-606, 12p, 5 Charts, 1 Graph
- Publication Year :
- 2019
-
Abstract
- Across stages of acquisition, second language (L2) competencies are contingent on the variation among individuals learning the language, in both informal and formal learning contexts. This study investigates a group of outliers whose extreme test scores serve as a foundation to examine them as individuals. The study addresses the outliers' characteristics as good L2 readers but poor first language (L1) readers. Combining quantitative (test results, survey, and language logs) and qualitative (focus groups and interviews) data among 21 adolescents in Norway (aged 16–17 years), the study identifies dimensions of individual language use in L1 Norwegian and L2 English. Findings revealed that they explained their English proficiency by the role of interest and their extensive use of English technology and tools outside school. In‐depth analysis identified three profiles: the Gamer, who spends up to 8 hr daily playing online games while using English mainly; the Surfer, who spends hours on the Internet, searching for authentic language situations, commonly involving English; and the Social Media User, who produces and consumes information in English through social media. Additionally, the Gamers read printed novels voluntarily outside the classroom. This study offers unique perspectives and new directions for future L2 research. Lay Description: What is currently known: Most young people read better in their first language (L1) than in a second language (L2).Young people with an outlier profile read significantly better in L2 English than L1 Norwegian.Internet access facilitates opportunities to improve English skills outside formal schooling. What this paper adds: Outliers develop L2 English reading proficiency due to informal digital technology use.Three different outlier profiles are identified: Gamers, Surfers, and Social Media Users.Most online Gamers also read printed novels voluntarily outside the classroom. Implications of study findings for practitioners: Teachers should bridge English use in the classroom with young people's voluntary use of digital technology.Young people might profit from experiencing a bridging of virtual and physical realities.Their use of digital texts might extend to texts in school, which could help develop L2 reading proficiency. [ABSTRACT FROM AUTHOR]
- Subjects :
- ATTITUDE (Psychology)
ENGLISH as a foreign language
FOCUS groups
INTERNET
INTERVIEWING
RESEARCH methodology
READING
TECHNOLOGY
TEENAGERS' conduct of life
TIME
VIDEO games
INTERNET addiction
INTERNET searching
QUALITATIVE research
QUANTITATIVE research
SOCIAL media
PRINT materials
SCREEN time
DESCRIPTIVE statistics
ADOLESCENCE
Subjects
Details
- Language :
- English
- ISSN :
- 02664909
- Volume :
- 35
- Issue :
- 5
- Database :
- Complementary Index
- Journal :
- Journal of Computer Assisted Learning
- Publication Type :
- Academic Journal
- Accession number :
- 138441194
- Full Text :
- https://doi.org/10.1111/jcal.12362