LANGUAGE LEARNING & TECHNOLOGY
A refereed journal for L2 researchers and educators interested in the role of technology in advancing language learning and teaching.

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Showing 151 - 160 results of 480 for Virtual Environments

Guest editor commentary
...environments) How do specific game designs afford particular L2 learner behaviors? How can game-based environments be designed to incorporate and/or complement L2 pedagogical uses? Game-info...

by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge
...virtual environments, suggesting that virtual games could facilitate vocabulary learning by providing an interactive and contextualized situation for vocabulary presentation. The second category of ...

by Wen Jia, Liping Zhang, Austin Pack, Yi Guan, Bin Zou
in Volume 28 Number 1, 2024

Review of Gamification mindset
...virtualization as immersion tools and explains how color tone is used as a visual element to support game-like experience and immersion. Even though the descriptions of these advanced features of ga...

by Chris D. Ham
in Volume 24 Number 3, October 2020

Review of Identity, multilingualism and CALL: Responding to new global realities
...virtual space where they could experience an event with their language partner synchronously or create a more playful virtual presence. The author argues that the collaborative imagination observed ...

by Yue Chen
in Volume 27 Number 1, 2023

Literacies and technologies revisited
...virtual keyboards, first made popular by the Apple iPhone, or miniature KWERTY keyboards now available on many smartphones. Some new models feature both styles of text entry. This has opened up many...

by Robert Godwin-Jones
in Volume 14 Number 3, October 2010

Announcements: News from sponsoring organizations
...virtual communities of all kinds. In the field of language education, computer mediated communication (CMC) enables students to interact with one another free of space and time constraints and to pa...

in Volume 13 Number 2, June 2009

Fan translation of games, anime, and fanfiction
...Virtual Environments, Fan Translation Language(s) Learned in This Study: Catalan, English, Japanese, Spanish APA Citation: Vazquez-Calvo, B., Zhang, L. T., Pascual, M., & Cassany, D. (2019). Fan tra...

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

Integrating technology into study abroad
...environments, and experiences students may encounter makes study abroad “something of a mysterious process” (Meier & Daniels, 2013, p. 212) or, as Stewart (2010) puts it, a “black hole” (p. 138). Ou...

by Robert Godwin-Jones
in Volume 20 Number 1, February 2016

Engagement and Attitude in Telecollaboration: Topic and cultural background effects
...virtual exchange partners. Overall, L2 learners’ tendency to use positive affective language supports the idea of the need to create a close and friendly atmosphere in virtual environments for effec...

by Ana Oskoz, Ana Gimeno-Sanz
in Volume 23 Number 3, October 2019 Special Issue: New Developments in Virtual Exchange in Foreign Language Education

Call for papers – Special Issue: Game and Play Activity in Technology-Mediated L2 Teaching and Learning
...environments (i.e., game applications designed specifically for L2 learning) Game and play activity and L2 learner identity Game and play activity in distance, blended, or telecollaborative enviro...

in Volume 16 Number 2, June 2012 Special Issue on Hegemonies in CALL