- Digital-gaming trajectories and second language development
-
...DIGITAL-GAMING TRAJECTORIES AND SECOND LANGUAGE
DEVELOPMENT
Kyle W. Scholz, University of Waterloo
Mathias Schulze, University of Waterloo
Recent research in digital game-based language learning h...
by Kyle W. Scholz, Mathias Schulze
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research
- Applying educational data mining to explore individual experiences in digital games
-
...digital games
Frederick J. Poole, Michigan State University
Jody Clarke-Midura, Utah State University
Abstract
Research involving digital games and language learning is rapidly growing. One advan...
by Frederick J. Poole, Jody Clarke-Midura
in Volume 27 Number 1, 2023
- Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
-
...digital game is subjective and lacks a widely accepted
definition both within and across research domains.
Towards defining a digital game, Franciosi et al. (2016) wrote that digital games intuitiv...
by Daniel H. Dixon, Tülay Dixon, Eric Jordan
in Volume 26 Number 1, 2022
- Guest editor commentary
-
...digital replacement[s] for
manual/non-digital formats” (Digedu, 2014, p. 6). There is similar unrealized potential in second and
foreign language (L2) classrooms (Healey, Hanson-Smith, Hubbard, Ioan...
by Nike Arnold, Lara Ducate
in Volume 19 Number 1, February 2015 Special Issues on Teacher Education and CALL
- University level second language readers’ online reading and comprehension strategies
-
...literacies, new challenges and new opportunities. In M. B. Sampson, S.
Szabo, F. Falk-Ross, M. M. Foote & P. E. Linder (Eds.), Multiple literacies in the 21st century: The
twenty-eighth yearbook of...
by Jaehan Park, Jaeseok Yang, Yi Chin Hsieh
in Volume 18 Number 3, October 2014
- Exploring EFL teachers’ knowledge and competencies: In-service program perspectives
-
...digital literacy and to promote
the integration of online (project-based) instruction into English education. Table 2 summarizes the
timelines of four learning components. First, six 90-minute train...
by Mei-Hui Liu, Robert Kleinsasser
in Volume 19 Number 1, February 2015 Special Issues on Teacher Education and CALL
- Can software support children's vocabulary development?
-
...digital generation gap. Atlanta, GA:
Longstreet Press.
Perkins, D. N. (1996, June). Why we can't let the technological tail wag the pedagogical dog.
Education Bulletin XXXX(2), p. 32, Cambridge, MA: P...
by Julie Wood
in Volume 05 Number 1, January 2001
- Crossing Boundaries: Multimedia Technology and Pedagogical Innovation in a High School Class
-
...literacies; (b)
computers -- type, place, and accessibility; and (c) collaborative processes.
Computers and Multiliteracies
The widespread use of computer technologies within the broader society has f...
by Susan Parks, Diane Huot, Josiane Hamers, France H.-Lemmonier
in Volume 07 Number 1, January 2003
- Effects on learning logographic character formation in computer-assisted handwriting instruction
-
...digital writing tablet to practice writing in the multimedia task. For each character, they had to
correctly reproduce five copies in order to move on to the next one.
Step three was an immediate po...
by Chen-hui Tsai, Chin-Hwa Kuo, Wen-Bing Horng, Chun-Wen Chen
in Volume 16 Number 1, February 2012
- Authenticity and authorship in the computer-mediated acquisition of L2 literacy
-
Language Learning & Technology
http://llt.msu.edu/vol4num2/kramsch/default.html
September 2000, Volume 4, Number 2
pp. 72-95 online
(page numbers in PDF differ and should not be used for reference...
by Claire Kramsch, Francine A'Ness, Wan Shun Eva Lam
in Volume 04 Number 2, September 2000 Special Issue Literacies and Technologies