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Showing 11 - 20 results of 360 for Game-based Learning and Teaching

Educational escape rooms for French grammar: A technology-in-practice approach
...and and use familiar everyday expressions, communicate in simple and routine tasks requiring a direct exchange of information, and describe aspects of their background and immediate environment usin...

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

Review of Technology-enhanced teaching and learning of Chinese as a foreign language
...teaching and learning of Chinese as a foreign language Frederick J. Poole, Utah State University Technology-enhanced teaching and learning of Chinese as a foreign language Navarre, A. 2019 IS...

by Frederick J. Poole
in Volume 23 Number 2, June 2019

Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning
...learning, problem-based learning, discovery learning, project-based learning, and task-based learning. Teachers act not as knowledge providers but as learning facilitators in learner-centered activi...

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

Learning of L2 Japanese through video games
...learning and their self-directed learning. Some of them explicitly recognized the applicability of in-class learning—such as grammar and vocabulary—to their understanding of in-game texts. Hand, a c...

by Kayo Shintaku
in Volume 27 Number 1, 2023

L2 pragmatics and CALL
...teaching and learning intercultural competence and interlanguage pragmatics. In C. A. Chapelle & S. Sauro (Eds.), The handbook of technology and second language teaching and learning (First edition,...

by Marta González-Lloret
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL

Irish in a 3D world: Engaging primary school children
...teaching and learning, technology aided learning, in particular Computer Aided Language Learning, and applying computational linguistic and corpus methodologies in educational research. E-mail: Ann...

by Gene Dalton, Ann Devitt
in Volume 20 Number 1, February 2016

Why we need more research on technology applications in less-commonly-taught-language (LCTL) programs
...Learning & Technology, 29(2), 1–10. https://hdl.handle.net/10125/73608 Introduction Language learning and teaching today is multimodal and increasingly digital. This journal, Language Learning ...

by Paula Winke, Kadidja Koné
in Volume 29 Number 2, February 2025 Special Issue: Indigenous Languages and Less Commonly Taught Languages (LCTLs) with Technology

Call for papers – Special Issue: Game and Play Activity in Technology-Mediated L2 Teaching and Learning
...and use of game-based and simulated immersion environments (i.e., game applications designed specifically for L2 learning) Game and play activity and L2 learner identity Game and play activity in ...

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

Language learning through game-mediated activities: Analysis of learners’ multimodal participation
...Learning and Teaching. Macmillan. Reinhardt, J. (2017). Digital gaming in L2 teaching and learning. In C. A. Chapelle and S. Sauro (Eds)., The Handbook of technology and second language teaching a...

by Yuchan Gao
in Volume 28 Number 1, 2024

Digital-gaming trajectories and second language development
...learning and pedagogy: Game-enhanced and game-based research and practice. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 32–49). Basingstoke, UK: Palgrave Macmillan. Sy...

by Kyle W. Scholz, Mathias Schulze
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research