Search

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Ç Ł Ş

Showing 21 - 30 results of 360 for Game-based Learning and Teaching

Effects of digital game elements on engagement and vocabulary development
...Learning Digital game elements have been increasingly studied and implemented in learning environments, primarily through two models: digital gamified learning and digital game-based learning (Dehgh...

by Ruofei Zhang, Gary Cheng, Di Zou
in Volume 29 Number 1, 2025

Twenty-five years of computer-assisted language learning: A topic modeling analysis
...and vocabulary learning, ASR and MEL audiovisual resources; MEL captions/subtitles, seamless learning and digital books; DMC, PBL, blended learning, and VW and VR; and wiki-based learning, CMC and S...

by Xieling Chen, Di Zou, Haoran R. Xie, Fan Su
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL

The effect of interactivity with a music video game on second language vocabulary recall
...and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia. INTRODUCTION Video games...

by Jonathan deHaan, W. Michael Reed, Katsuko Kuwanda
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary

Games in language learning: Opportunities and challenges
...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. Ry...

by Robert Godwin-Jones
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Robot-Assisted Instruction of L2 Pragmatics: Effects on Young EFL Learners’ Speech Act Performance
...teaching and learning. It is argued that the interaction between students and a robot is more promising than MALL (Mobile Assisted Language Learning) and CALL (Computer Assisted Language Learning) (...

by Minoo Alemi, Nafiseh Haeri
in Volume 24 Number 2, June 2020 Special Issue: Technology-enhanced L2 Instructional Pragmatics

Activate space rats! Fluency development in a mobile game-assisted environment
...learning and technology. Philadelphia, PA: John Benjamins. Chik, A. (2014). Digital gaming and language learning: Autonomy and community. Language Learning & Technology, 18(2), 85–100. http://dx.doi...

by Jennica Grimshaw, Walcir Cardoso
in Volume 22 Number 3, October 2018

Digital Gaming and Language Learning: Autonomy and Community
...learning and teaching. London, UK: Palgrave Macmillan. Reinhardt, J., & Sykes, J.M. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and...

by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

A review of technology-enhanced Chinese character teaching and learning in a digital context
...and authentic contexts for character learning collaboratively, thus helping shift character learning from rote learning and mechanical practice to active learning and socio-cognitive interaction. C...

by Michael Li
in Volume 27 Number 3, October 2023 Special Issue: Extended Reality (XR) in Language Learning

Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
...and, and Adventure German, which are marketed as digital language-learning tools and referred to as game-based teaching and learning tools (Reinhardt, 2019, p. 194). Literature Search We conducted...

by Daniel H. Dixon, Tülay Dixon, Eric Jordan
in Volume 26 Number 1, 2022

Mobile-assisted language learning: A selected annotated bibliography of implementation studies 1994–2012
...and voice recordings. Learners can retrieve their own and each other’s data and notes anytime, anywhere. Attewell, J. (2005). Mobile technologies and learning: A technology update and m-learning pro...

by Jack Burston
in Volume 17 Number 3, October 2013 Special Issue on MALL