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Mnenja šestošolcev in njihovih učiteljev o učenju angleščine prek videoiger : magistrsko delo
ID Milanič, Ana (Author), ID Dagarin Fojkar, Mateja (Mentor) More about this mentor... This link opens in a new window

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Abstract
Učenje jezika je kompleksen proces, na katerega vpliva veliko dejavnikov. V današnjem svetu se z angleščino ne srečujemo le v šoli, temveč povsod, tudi med različnimi dejavnostmi, ko učenje angleščine ni načrten cilj, na primer med branjem knjig, gledanjem filmov, igranjem videoiger, poslušanjem glasbe itd. To imenujemo izvenšolska izpostavljenost angleščini ali izvenšolska angleščina. Številne empirične raziskave so pokazale, da se učenci z izvenšolsko izpostavljenostjo angleščini hitreje in lažje naučijo jezika ter imajo višjo motivacijo za njegovo učenje. Pomemben element pri učenju tujega jezika je njegova aktivna uporaba v avtentični komunikaciji, kar omogočajo raznovrstne dejavnosti v okviru izvenšolske izpostavljenosti angleščini, med katerimi je tudi igranje videoiger. V današnjem svetu se videoigre pogosto povezujejo z zasvojenostjo in nasiljem, vendar imajo tudi pozitivne elemente, kot so učenje tujega jezika ter razvoj socialnih veščin, kritičnega mišljenja, kreativnosti in reševanja problemov. V empiričnem delu magistrskega dela smo s kombiniranim raziskovalnim pristopom preučevali izkušnje in mnenja učencev in učiteljev o igranju videoiger v angleščini, razlike glede na spol in tip šole, zaznavanje pozitivnih in negativnih učinkov videoiger ter njihovo vključevanje v pouk angleščine. V raziskavo je bilo vključenih 296 učencev, ki je v šolskem letu 2025/26 obiskovalo 6. razred in 26 učiteljev angleščine iz izbranih osnovnih šol v Goriški, Obalno-kraški in Primorsko-notranjski statistični regiji. S trinajstimi učenci, ki igranju videoiger namenijo veliko časa, smo izvedli tudi intervjuje. Ugotovili smo, da večina učencev 6. razreda v prostem času igra videoigre v angleščini in je tako izpostavljena izvenšolski angleščini, kar prepoznavajo tudi njihovi učitelji. Navade učencev glede na tip šole se večinoma niso statistično značilno razlikovale, medtem ko so bile razlike ugotovljene glede na spol pri jeziku igranja in vrsti videoiger. Učenci in učitelji so prepoznali pozitivne učinke videoiger predvsem pri usvajanju in utrjevanju besedišča, uporabi jezika ter ustvarjalnosti. Ugotovljena je bila tudi pozitivna povezanost med igranjem videoiger v angleščini in šolskim uspehom ter nekaterimi vidiki motivacije. Učitelji videoiger kljub prepoznanim možnostim niso pogosto vključevali v pouk zaradi pomanjkanja znanja o primernih igrah, časovnih omejitev in prekomerne izpostavljenosti učencev zaslonom. Ker v Sloveniji primanjkuje raziskav na tem področju, rezultati ponujajo vpogled v izvenšolsko izpostavljenost angleščini prek videoiger ter možnosti vključevanja videoiger v pouk angleščine.

Language:Slovenian
Keywords:osnovnošolsko učenje in poučevanje, angleščina, videoigre in mladostniki, učenje angleščine, izvenšolska izpostavljenost angleščini, videoigre, drugo triletje osnovne šole
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:A. Milanič
Year:2026
Number of pages:146 str.
PID:20.500.12556/RUL-189158 This link opens in a new window
UDC:811.111:373.3(043.2)
COBISS.SI-ID:293558019 This link opens in a new window
Publication date in RUL:02.10.2026
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Downloads:33
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Secondary language

Language:English
Title:Views of sixth-grade pupils and their teachers on learning English through video games
Abstract:
Language learning is a complex process influenced by many factors. In today’s world, we encounter English not only at school but everywhere, including during various activities where learning English is not a deliberate goal—for example, while reading books, watching movies, playing video games, listening to music, and so on. This is referred to as Extramural English. Numerous empirical studies have shown that students with out-of-school exposure to English learn the language faster and more easily and are more motivated to learn it. An important element in learning a foreign language is its active use in authentic communication, which is facilitated by various activities within the framework of Extramural English, including playing video games. In today’s world, video games are often associated with addiction and violence, but they also have positive aspects, such as foreign language learning and the development of social skills, critical thinking, creativity, and problem-solving. In the empirical part of this master’s thesis, we used a mixed-methods research approach to examine the experiences and opinions of students and teachers regarding playing video games in English, differences based on gender and school type, perceptions of the positive and negative effects of video games, and their integration into English language instruction. The study included 296 students who were in the 6th grade during the 2025–26 school year and 26 English teachers from selected elementary schools in the Goriška, Obalno-kraška, and Primorska regions. We also conducted interviews with thirteen students who spend a lot of time playing video games. We found that most 6th-grade students play video games in English during their spare time and are thus exposed to English outside of school, a fact that their teachers also recognize. Students’ habits do not differ in a statistically significant way based on school type, while differences were found based on gender regarding the language used while playing and the type of video games. Students and teachers recognized the positive effects of video games primarily in vocabulary acquisition and reinforcement, language use, and creativity. A positive correlation was also found between playing video games in English and academic achievement, as well as certain aspects of motivation. Despite recognizing their potential, teachers rarely incorporated video games into their lessons due to a lack of knowledge about appropriate games, time constraints, and excessive screen time of students. Since there is a lack of research in this area in Slovenia, the results offer insight into out-of-school exposure to English through video games and the possibilities for incorporating video games into English language classroom.

Keywords:teaching English, extramural English, video games, second trimester of primary school

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