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Showing 121 - 130 results of 396 for Digital Literacies

Global reach and local practice: The promise of MOOCs
...digital clips, shown through embedded HTML5 video, Flash files, or streaming through YouTube or another external service. The videos are typically short—5 to 10 minutes in length—and are interspersed...

by Robert Godwin-Jones
in Volume 18 Number 3, October 2014

Special Issue Archive
...Digital Literacies and Language Learning Volume 19 Number 1, February 2015 Special Issues on Teacher Education and CALL Volume 17 Number 3, October 2013 Special Issue on MALL Volume 17 ...

in Special Issue Archive

Review of Language teacher education and technology: Approaches and practices
...digital literacies; she also discusses the limitations and affordances of CALL practice. In addition, she expounds on CALL’s position in an educational framework and finishes by recognizing the need...

by Jeffrey Maloney
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Call for Papers
...digital technologies (e.g., e-mail, computer and video games, CD-ROM applications), contributions are also encouraged that deal with other tools and conceptions of technology. The latter may include c...

in Volume 07 Number 1, January 2003

Language learning through game-mediated activities: Analysis of learners’ multimodal participation
...digital games and accompanying supplemental materials can be useful to support L2 learners’ learning process and enhance digital literacies. Zheng and colleagues (2012) adopted multimodal analysis to...

by Yuchan Gao
in Volume 28 Number 1, 2024

AI-assisted English learning: A tool for all or only a select few?
...digital literacy education. These schools receive additional resources to support technology-integrated education, including AI-based learning programs and digital infrastructure. 5. The SVR mod...

by EunJung Kim
in Volume 29 Number 1, 2025

Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning
...Digital game-based language learning (DGBLL) refers to the use of digital games as a medium for language learning aiming at either enhancing learning outcomes or improving learning motivation. MMORPG...

by Yu-Ju Lan
in Volume 24 Number 1, February 2020

Review of A Constructivist Approach to the NETS for Teachers
...digital society.” Both performance indicator 3b and 3c emphasize collaboration and communication with digital tools. ACA’s only concern in communicating with parents is whether or not they have Inter...

by Deborah Healey
in Volume 19 Number 1, February 2015 Special Issues on Teacher Education and CALL

Announcements
...digital badge, which qualifies you to apply for the NFLRC PBLL Intensive Summer Institute offered each year. Registration for the online institute is $25 and opens in November 2015. Space is limited...

in Volume 19 Number 3, October 2015 Special Issues on Digital Literacies and Language Learning

Educational escape rooms for French grammar: A technology-in-practice approach
...digital age and demonstrating how interactive digital tools can meaningfully bridge persistent pedagogical gaps. Instructional Context We were principally based at a Malaysian university where st...

by Hengzhi Hu, Kehan Du, Haida Umiera Hashim, Harwati Hashim
in Volume 29 Number 1, 2025