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Showing 91 - 100 results of 396 for Digital Literacies

Review of Digital games and language learning: Theory, development and implementation
...digital games on CALL, a book titled Digital Games and Language Learning: Theory, Development and Implementation presents an array of wide-ranging perspectives on utilizing digital games in language...

by Shanshan He
in Volume 26 Number 1, 2022

Review of Gameful second and foreign language teaching and learning: Theory, research, and practice
...digital games in language learning and teaching contexts. The volume is a timely snapshot of the digital game-based language learning (DGBLL) field. The term gameful is borrowed from McGonigal (2015...

by James York
in Volume 24 Number 2, June 2020 Special Issue: Technology-enhanced L2 Instructional Pragmatics

Review of Technology for Literacy Teaching and Learning
...digital technologies both to construct meaning for themselves and to create communications for others" (p. 1). Valmont claims that the advent of computers and the technological savvy of current studen...

by Stephanie Throne
in Volume 07 Number 3, September 2003 Special Issue Distance Learning

Changing technologies, changing literacy communities?
...literacies: Ideology in discourses. London: Taylor & Francis. Denise E. Murray Changing Technologies, Changing Literacies Communities? Language Learning & Technology 51 Goody, J. (1977). The d...

by Denise E. Murray
in Volume 04 Number 2, September 2000 Special Issue Literacies and Technologies

Conceptualizing a mobile-assisted learning environment featuring funds of knowledge for English learners’ narrative writing development
...literacies in a third-grade digital writing exercise. Journal of Computer Assisted Learning, 34(2), 162–173. https://doi.org/10.1111/jcal.12224 Cordero, K., Nussbaum, M., Ibaseta, V., Otaíza, M. J.,...

by Yan Chen, Hayley J. Mayall, Thomas J. Smith, Cindy S. York
in Volume 27 Number 1, 2023

Games in language learning: Opportunities and challenges
...Digital gaming and second language development: Japanese learners interactions in a MMORPG. Digital Culture & Education, 3(1), 56–73. Peterson, M. (2012). Learner interaction in a massively multipla...

by Robert Godwin-Jones
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Technology-enhanced L2 instructional pragmatics
...digital literacies such as chat rooms, digital games, video conferencing and collaborative annotation. We welcomed studies that explored perennial problems such as distinguishing the effects of impl...

by Carl Blyth, Julie Sykes
in Volume 24 Number 2, June 2020 Special Issue: Technology-enhanced L2 Instructional Pragmatics

Promoting learner autonomy through multiliteracy skills development in cross-institutional exchanges
...digital literacy overlap,” including “the ability to understand and use the power of images and sounds, to manipulate and transform digital media, to distribute them pervasively, and to easily adapt...

by Carolin Fuchs, Andreas Müller-Hartmann, Mirjam Hauck
in Volume 16 Number 3, October 2012

Digital Gaming and Language Learning: Autonomy and Community
...digital gameplay for L2 learning, and to explore their everyday practices of digital gaming and L2 learning. Each case study consisted of an in-depth multi- Alice Chik Autonomy and Community in Digit...

by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Dissertations On Technology and L2 Learning
...igital Tools, Rhetoric, and Meaning-Making: A Critical Exploration of Addressing the Digital Divide and Accessibility to Improve Our Digital Landscape (Doctoral Dissertation, Iowa State University). A...

in Dissertations On Technology and L2 Learning