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Based on thecurrentacademic activities, the dominance of American English in science culture, and on the hereto related suppression of the traditional scientific multilingualism, the article deliberates on the relevance of German in the international knowledge industry. Given the increased demand for the MINT-subjects (Mathematics, Informatics, Natural sciences and Technology) and the exclusive promotion of English as (the only) science language in the globalization tide, fact that is mirrored in the altered publication practice, one must necessarily ask, wheth er there is still a future ahead for German as a science language or for German in science.
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choices with technology affordances in the Web 2.0 era. Retrieved from http://www.ascilite.org.au/conferences/singapore07/procs/mcloughlin.pdf . Ozkan, M. (2015). Wikis and blogs in foreign language learning from the perspectives of learners. In The Proceedings of 2nd Global Conference on Conference on Linguistics and Foreign Language Teaching, 192, 672–678. Reece, I. & Walker, S. (2007). Teaching, training and learning : A practical guide, 6th ed. (p. 149). Great Britain: Business Education Publishers Limited. Scrivener, J. (2011). The essential guide to
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The following article is about the presence of English loanwords in the language used by young gamers. It is of research nature - it is based on the recognition, around the mother tongue, of primary and secondary school students. It emerges from survey research whose aim was to examine how the language of young Poles is influenced by information technology, especially computer games and films related to gaming. The most important aim of the research was to diagnose to what extent and in what form English vocabulary used in computer games penetrates everyday language of students. It was also important to establish the way in which Polish absorbs loaned vocabulary in natural communication and adjusts it to its rules (inflexion, syntax, word building). The questions prepared for the purpose of the survey examined linguistic intuition of students who had the possibility to choose the lexicon (English word and its Polish equivalent), as well as show the understanding of words typical of computer games which derive from English and are also changed in some way. The research tool also examined the student's lexical competence which was supposed to be directly related to the environment of new technology and computer games as well as examined the use of given lexicon in various syntactic constructs. The foundation for the described results and the topic discussed in this article were the thoughts regarding the role and the influence of new technological and socio-cultural reality and their influence on the changes in the language.