- Fan translation of games, anime, and fanfiction
-
...fan activity (fan translation of games,
fansubbing, fanfiction) and (b) not-for-profit activities (translation of software into local languages).
Regarding the fan translation of games (fan-made aud...
by Boris Vazquez-Calvo, Leticia T. Zhang, Mariona Pascual, Daniel Cassany
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Bronies learning English in the digital wild
-
...fan practices in English. Applying digital
ethnography, we describe six different cases of adult MLP fans. They both consume and create products
such as fanfiction, translations, and fandubbing in d...
by Liudmila Shafirova, Daniel Cassany
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- What are the digital wilds?
-
...fan practices.
These fan practices included the viewing of episodes, the posting of and commenting on fanart, the
collaborative translation of fanfiction from Russian into English, or the fandubbing...
by Shannon Sauro, Katerina Zourou
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Learning of L2 Japanese through video games
-
...fandoms in digital literacies. Particularly, the surveys
analyzed JLP participants’ experiences with fan-translated games and fan community sites. A language
breakdown of these fan-translated games ...
by Kayo Shintaku
in Volume 27 Number 1, 2023
- Review of Online world language instruction training and assessment: An ecological approach
-
...Fan, The University of Melbourne
Online world language instruction training and assessment:
An ecological approach
King Ramírez, C., Lafford, B. A., & Wermers, J. E.
2021
ISBN: 9781647121051
U...
by Yaqian Zhang, Jason Fan
in Volume 28 Number 1, 2024
- Twenty-five years of computer-assisted language learning: A topic modeling analysis
-
...Fan Su 181
Table 7
Top Discriminating Terms for Each Topic
Labels Representative terms
DMC dmc, identity, networking, community, gaming, fan, digital, project, space, socialization,
intercultu...
by Xieling Chen, Di Zou, Haoran R. Xie, Fan Su
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- Twenty-five years of digital literacies in CALL
-
...fan fiction offers a clear link between reading and
writing (in the case of fan fiction based on popular texts) or listening and writing (in the case of fan
fiction based on movies and television sh...
by Richard Kern
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- Announcements
-
...fans? It’s one of the best
ways to hear about the latest news, publications, conferences, workshops, and resources we offer. Just
click on the “Like” button to become a fan. For those who prefer get...
in Volume 19 Number 2, June 2015
- Guest editor commentary
-
...fan fiction sites or in the encyclopedia “that anyone can edit”. These advances have been
accompanied by a second set of social changes related to economic globalization, with increasing
migration l...
by Christoph A. Hafner, Alice Chik, Rodney H. Jones
in Volume 19 Number 3, October 2015 Special Issues on Digital Literacies and Language Learning
- Messaging, Gaming, Peer-to-Peer Sharing: Language Learning Strategies & Tools for the Millennial Generation
-
...fans. As is the case with many videogaming and fan
sites, there is a good deal of reading and writing throughout this site. For the site she examines
(cardcaptor.com), for example, participants crea...
by Robert Godwin-Jones
in Volume 09 Number 1, January 2005