- An ecological perspective on the use of memes for language learning
-
...Reinhardt &
Han, 2021), and virtual reality (Berti et al., 2020). Research descriptively illuminates unique multimodal
affordances when learners remix multilingual semiotic resources in virtual cont...
by Yiting Han, Blaine E Smith
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL
- Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
-
...Reinhardt, 2017). The main objectives are to examine
the relation between playing commercial-off-the-shelf (COTS) games (Van Eck, 2009) in the digital wild
88 Language Learning & Technology
and L...
by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Augmented reality and language learning: From annotated vocabulary to place-based mobile games
-
...Reinhardt, 2016, para. 6).
In his blog post, game developer Reinhardt emphasizes the key role of both developers and instructors in
the successful roll-out of place-based learning applications. If a...
by Robert Godwin-Jones
in Volume 20 Number 3, October 2016
- Language learning through game-mediated activities: Analysis of learners’ multimodal participation
-
...Reinhardt, 2017; Sykes & Reinhardt, 2013). With a focus on learning Japanese as a
foreign language, Shintaku (2019) examined undergraduate students’ perceptions of a game-mediated
activity using a C...
by Yuchan Gao
in Volume 28 Number 1, 2024
- Review of Digital games and language learning: Theory, development and implementation
-
...Reinhardt, 2019)
is that, overall, it presents a collection of research projects that investigate the use of cutting-edge digital
games in contemporary language education and their pedagogical impli...
by Shanshan He
in Volume 26 Number 1, 2022
- Digital Gaming and Language Learning: Autonomy and Community
-
...Reinhardt and Sykes argue that studies in this area have focused on exploring the broad learning
potentials of L2 gaming, which could inform pedagogies. Sykes and Reinhardt (2013) further examine
po...
by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Sociotechnical structures, materialist semiotics, and online language learning
-
...Reinhardt, J. (2020). Metaphors for social media‐enhanced foreign language teaching and learning.
Foreign Language Annals, 53(2), 234–242. https://doi.org/10.1111/flan.12462
Reinhardt. J., & Oskoz, ...
by Ron Darvin
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL
- Learners’ engagement on a social networking platform: An ecological analysis
-
...Reinhardt, J. (2017). Social network sites and L2 education. In S. L. Thorne & S. May (Eds.), Language,
education and technology, 3rd ed. (pp. 329–344). Springer.
Reinhardt, J. (2019). Social media ...
by Boning Lyu, Chun Lai
in Volume 26 Number 1, 2022
- Review of Telecollaboration 2.0: Language, Literacies, and Intercultural Learning in the 21st Century
-
...Reinhardt, 2008), which
builds upon the concept of multiliteracies and promotes linguistic pluralism. Next, drawing on Halliday’s
(2002) social semiotic framework, Hauck explores the relationship be...
by Olga Basharina
in Volume 15 Number 1, February 2011 Special Issue: Multilateral Online Exchanges for Language and Culture Learning
- Game-based instruction of pragmatics: Learning request-making through perlocutionary effects
-
...Reinhardt, 2019; Sykes & Reinhardt,
2012). Research on educational games has flourished in recent years, but pragmatics still lags behind this
trend. Only a handful of studies have used educational ...
by Naoko Taguchi
in Volume 27 Number 1, 2023