Title Page
Contents
Abstract 6
I. A Case Study Measuring Korean Middle-School Students' Incidental English Vocabulary Acquisition from Playing Minecraft. 7
II. Literature Review 9
1. Incidental Learning 9
2. Think-Aloud Protocols 13
3. Enthographic Aspects. 15
4. Videogames and Incidental Learning 16
i. Previous studies on videogames and vocabulary acquisition. 16
ii. Videogames as a form of literature and potential roles in extensive reading. 18
iii. Videogames and factors related to incidental learning. 20
iv. Minecraft and incidental vocabulary learning. 23
III. Methods 32
1. Participants 32
2. Design 32
3. Think-Aloud Protocols 33
4. Minecraft Activity 37
5. Recording and Analysis of Data 39
IV. Results and Discussion 40
1. Game-direct Incidental Vocabulary Learning 41
i. Examples of game-direct incidental vocabulary learning. 41
ii. Experience. 49
iii. Interactions, language and context building. 52
2. Game-indirect Incidental Vocabulary Learning 56
i. Context and previously known words. 56
ii. Peer interactions. 58
iii. External resources. 61
3. Retention of Grammar Features 62
4. Situations Where Incidental Learning Did Not Occur. 65
V. Conclusion 69
1. Summary 69
2. Applications to the Classroom 71
3. Further Studies 72
VI. References 74
VII. Appendix A 80
VIII. Appendix B 84