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Comparing the vocabulary and grammatical structures of The Sims 4 with those of the Evolve 5

dc.contributor.advisorLi, Zhi
dc.contributor.committeeMemberCenerini, Chantale
dc.contributor.committeeMemberKoole, Marguerite
dc.creatorHabibi, Ashkan
dc.date.accessioned2024-06-21T17:27:39Z
dc.date.available2024-06-21T17:27:39Z
dc.date.copyright2024
dc.date.created2024-06
dc.date.issued2024-06-21
dc.date.submittedJune 2024
dc.date.updated2024-06-21T17:27:39Z
dc.description.abstractUsing video games for language learning can be beneficial for language learners. While previous studies have investigated the utility of video games for language learning, there are limited studies that compared the linguistic input in video games and that in existing language classes. This study delves into a comprehensive exploration of linguistic elements by comparing the vocabulary and grammatical structures present in the virtual realm of The Sims 4, a simulation video game, with those found in an English textbook called Evolve 5, published by Cambridge University Press targeting B2 or upper intermediate English language learners. The purpose of this study is to see whether the game has the potential to be used as an extramural activity outside the classroom along the book. The corpus of The Sims 4 script includes 323,555 words, and the Evolve 5 contains 294 targeted words or phrases, as featured in the textbook’s vocabulary sections and 20 grammatical structure groups distributed in 12 units. In addressing the research questions of this study, two software tools were employed: LancsBox for identifying vocabulary and grammatical structure groups within the game script, and AntConc for visualizing the dispersion of words and phrases. The findings show that The Sims 4 is a valuable source for English language learning for both vocabulary and grammatical structures learning. The results show although The Sims 4 has a rich content for language learning, in terms of overall vocabulary coverage. However, the game seems to be most useful for teaching a few topics as only six out of 24 topics in the textbook show medium or higher coverage of vocabulary, that is over 45% of the targeted words or phrases in the corresponding topic appear six or more times in the game script. Regarding grammatical structures, it is an invaluable and appropriate source to be used as an extramural activity because out of 20 grammatical structures, 12 of them appear highly frequently in the script of the game (i.e., 40 or more occurrences). The findings of this research offer advantages to language learners and educators alike. By highlighting certain topics heavily featured in the game, educators can harness its potential to motivate learners to engage in it as an extracurricular activity beyond traditional classroom settings. Furthermore, the results emphasize the significance of incorporating digital gaming technologies into language education to promote immersive and engaging learning opportunities.
dc.format.mimetypeapplication/pdf
dc.identifier.urihttps://hdl.handle.net/10388/15775
dc.language.isoen
dc.subjectThe Sims 4
dc.subjectEvolve 5
dc.subjectcorpus analysis
dc.subjectvocabulary coverage
dc.subjectgrammatical structure coverage
dc.subjectcoverage percentage
dc.titleComparing the vocabulary and grammatical structures of The Sims 4 with those of the Evolve 5
dc.typeThesis
dc.type.materialtext
thesis.degree.departmentLinguistics
thesis.degree.disciplineLinguistics
thesis.degree.grantorUniversity of Saskatchewan
thesis.degree.levelMasters
thesis.degree.nameMaster of Arts (M.A.)

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