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視頻游戲節(jié)奏對(duì)二語(yǔ)詞匯識(shí)別的影響

發(fā)布時(shí)間:2018-08-12 15:15
【摘要】:視頻游戲是指具有一定劇情的以視聽(tīng)設(shè)備為媒介可進(jìn)行操作并與之互動(dòng)的游戲。視頻游戲從20世紀(jì)70年代產(chǎn)生開(kāi)始到當(dāng)今社會(huì),因?yàn)樗鼮槿藗儙?lái)放松和刺激,因此越來(lái)越受到人們的喜愛(ài)。尤其是在最近十多年,隨著科技的進(jìn)步、便攜設(shè)備的普及,視頻游戲越來(lái)越滲透到人們生活之中,人們對(duì)視頻游戲的需求與依賴(lài)也不斷加深。隨著人們對(duì)于視頻游戲關(guān)注的不斷加深,相關(guān)研究數(shù)量的不斷增長(zhǎng),已有大量研究表明視頻游戲?qū)(gè)體的諸多方面產(chǎn)生了巨大影響,如已有研究表明視頻游戲可以影響人們的情緒、增加暴力傾向、改變?nèi)藗兊恼J(rèn)知、占用個(gè)體認(rèn)知資源、對(duì)個(gè)體的注意力分配能力等等均產(chǎn)生影響。近年來(lái)二語(yǔ)一直是課程教學(xué)和實(shí)際應(yīng)用中的一個(gè)重要內(nèi)容,在信息交流日益頻繁的今天,二語(yǔ)尤其是英語(yǔ)愈發(fā)受到人們重視。而詞匯在語(yǔ)言中起到基礎(chǔ)的作用,因此詞匯識(shí)別對(duì)于二語(yǔ)的學(xué)習(xí)有著至關(guān)重要的影響,F(xiàn)有二語(yǔ)相關(guān)研究也表明,要成功識(shí)別二語(yǔ)詞匯就需要對(duì)一語(yǔ)對(duì)譯詞的干擾進(jìn)行抑制,即二語(yǔ)詞匯的識(shí)別需要占用大量認(rèn)知資源進(jìn)行抑制,這就與視頻游戲占用認(rèn)知資源產(chǎn)生認(rèn)知需求的沖突,可能會(huì)在個(gè)體的二語(yǔ)詞匯識(shí)別中起到消極的阻礙作用。但同時(shí)適度的視頻游戲可以提升個(gè)體的空間知覺(jué)、視覺(jué)注意力、注意力廣度、注意力分配等等基本認(rèn)知功能的作用,對(duì)部分高階認(rèn)知能力也會(huì)造成影響,如可提升問(wèn)題解決、行為抑制等認(rèn)知功能,因此也可能對(duì)非熟練二語(yǔ)者的二語(yǔ)詞匯識(shí)別產(chǎn)生積極促進(jìn)作用。此外已有研究表明,二語(yǔ)詞匯的詞匯特征可能會(huì)影響詞匯識(shí)別,此外二語(yǔ)詞匯對(duì)應(yīng)的中文詞匯特征也會(huì)對(duì)二語(yǔ)的詞匯識(shí)別產(chǎn)生影響,為了控制這一變量,本研究將詞匯特征和對(duì)應(yīng)中文詞匯特征也作為控制因素。因此采用前人研究中采用的材料詞字形相似字音不同、材料詞字音相似字形不同、對(duì)譯詞字形相似字音不同和對(duì)譯詞字音相似字形不同四種材料屬性,在同種屬性下比較游戲節(jié)奏對(duì)二語(yǔ)詞匯識(shí)別產(chǎn)生的影響,四種屬性通過(guò)篩選實(shí)驗(yàn)材料進(jìn)行控制。研究結(jié)果表明:1、與慢節(jié)奏的視頻游戲相比,快節(jié)奏視頻游戲被試在詞匯識(shí)別上用時(shí)更短,正確率更高;2、詞對(duì)語(yǔ)義是否相關(guān)對(duì)于被試識(shí)別二語(yǔ)詞匯沒(méi)有顯著影響;3、對(duì)譯詞字形相似語(yǔ)音不同和對(duì)譯詞語(yǔ)音相似字形不同的實(shí)驗(yàn)條件下,反應(yīng)時(shí)顯著快于其他兩種實(shí)驗(yàn)條件,正確率沒(méi)有差異。
[Abstract]:Video games are games that can be operated and interacted with audio-visual devices with a certain plot. Video games began in the 1970s to today's society, because it brings people relaxation and stimulation, so they are more and more popular. Especially in the last decade, with the development of technology and the popularity of portable devices, video games are increasingly infiltrating into people's lives, and people's demand and dependence on video games are also deepening. With the increasing attention paid to video games and the increasing number of related studies, a large number of studies have shown that video games have a great impact on many aspects of the individual. For example, some studies have shown that video games can affect people's emotions, increase violent tendencies, change people's cognition, occupy individual cognitive resources, and have an impact on individual's ability to distribute attention. In recent years, L2 has been an important part of curriculum teaching and practical application. Nowadays, with the increasing information exchange, L2, especially English, has attracted more and more attention. Since vocabulary plays a fundamental role in language learning, vocabulary recognition plays an important role in second language learning. Existing L2 related studies also show that to successfully recognize L2 words, we need to suppress the interference of L2 words, that is, L2 vocabulary recognition requires a large amount of cognitive resources to suppress L2 vocabulary recognition. This conflict with the cognitive needs of video games may play a negative role in L2 vocabulary recognition. But at the same time, moderate video games can improve the basic cognitive function, such as spatial perception, visual attention, attention span, attention distribution and so on, and also affect some higher-order cognitive abilities, such as problem solving. Cognitive functions such as behavioral inhibition may also play an active role in the second language vocabulary recognition of unskilled second language learners. In addition, previous studies have shown that the lexical features of L2 vocabulary may affect vocabulary recognition, and that the corresponding Chinese lexical features of L2 vocabulary may also have an effect on L2 vocabulary recognition, in order to control this variable, In this study, lexical features and corresponding Chinese lexical features are also taken as controlling factors. Therefore, the materials used in the previous studies are different in the form of similar words, different in the phonetic and phonetic similarities of words, different in the sounds of similar words and sounds, and different in the forms of words and sounds of translated words. The effects of game rhythm on second language vocabulary recognition were compared under the same attributes. The four attributes were controlled by screening experimental materials. The results of the study showed that: 1, participants in fast-paced video games used less time in vocabulary recognition than in slow-paced video games. The accuracy rate was higher than 2%, and the correlation of words to semantics had no significant effect on the second language vocabulary recognition. Under the experimental conditions of different phonetic similarity of words and words, the reaction time was significantly faster than that of the other two experimental conditions. There is no difference in accuracy.
【學(xué)位授予單位】:四川師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類(lèi)號(hào)】:B842

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