- From the Editors
-
...DeHaan, W. Michael Reed, and Katsuko Kuwada in The effect of interactivity
with a music video game on second language vocabulary recall investigate the effect of
video game interactivity on the noti...
by Dorothy Chun, Irene Thompson
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary
- Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge
-
...deHaan et al., 2010; Franciosi, 2017) or both receptive vocabulary (RV) and productive vocabulary (PV)
(Rasti-Behbahani & Shahbazi, 2020; Sundqvist & Wikström, 2015). Second, DGBL treatment time is
...
by Wen Jia, Liping Zhang, Austin Pack, Yi Guan, Bin Zou
in Volume 28 Number 1, 2024
- Review of New ways in teaching with games
-
...deHaan’s “Snakes and Ladders: Analyze and
Remix a Classic” provides a good lesson plan for getting learners to discuss the cultural aspects of a
game, game design, and game rules. The focus shifts a...
by Casey Nedry
in Volume 24 Number 3, October 2020
- Announcements and news from our sponsors
-
...deHaan, Tracey Derwing, Melinda Dooly, Irina Elgort, Luana
Ferreira Lopes Silva, Friederike Fichtner, Mark Freiermuth, Elisabeth Gee, Sean Grant, Jennica Grimshaw,
Paul Gruba, Gabriel Guillen, Chris...
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Review of Digital games and language learning: Theory, development and implementation
-
...deHaan in Chapter 12 critiques prior studies on GBLT by analyzing their theoretical
frameworks, teaching contexts, teachers’ roles and actions, and learning outcomes. The author concludes
that futur...
by Shanshan He
in Volume 26 Number 1, 2022
- Learning of L2 Japanese through video games
-
...DeHaan (2005) investigated the impact of a commercial baseball video game on
vocabulary learning through listening skills and kanji recognition, and Hitosugi et al. (2014) examined the
vocabulary le...
by Kayo Shintaku
in Volume 27 Number 1, 2023
- Digital Gaming and Language Learning: Autonomy and Community
-
...deHaan, Reed, & Kuwada, 2010). In public spaces, gamers connect to overseas game servers via
WiFi, which provide additional L2 interaction possibilities. Edmond and Tom, both living in student hall, ...
by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Examining focused L2 practice: From in vitro to in vivo
-
...deHaan, Reed, & Kuwada,
2010).
Figure 2. Tutorial version of the mini-game.
Learners practised with two versions of the mini-games. They first practised with a tutorial version, in
which immedia...
by Frederik Cornillie, Wim Van Den Noortgate, Kris Van den Branden, Piet Desmet
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research