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Showing 21 - 30 results of 63 for Gee

Review of Second-Language Discourse in the Digital World: Linguistic and Social Practices in and beyond the Networked Classroom.
...Gee’s (2005) affinity spaces, and describes how users orient to online communities through representational practices. In the CoP framework, membership is negotiated as learners move from periphery ...

by Kristen Michelson
in Volume 21 Number 2, June 2017

Language learners' perceptions of having two interactional contexts in eTandem
...Gee, 2003; Vygotsky, 1978), this study attempted to explore language learners’ perceptions of online contexts in eTandem learning, one telecollaboration learning method that allows two native langua...

by Se Jeong Yang
in Volume 22 Number 1, February 2018

The effect of interactivity with a music video game on second language vocabulary recall
...Gee, J. P. (2003). What videogames have to teach us about learning and literacy. New York: Palgrave Macmillan. Gee, J. P. (2007). Good video games and good learning: Collected essays on video games,...

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

Learner interpretations of shared space in multilateral English blogging
...Gee’s (2004, 2007) notion of affinity space. Gee argued that in affinity space members bring in special knowledge and languages of a specialist domain (e.g., professional field, an interest or hobby...

by Yu-Feng (Diana) Yang
in Volume 15 Number 1, February 2011 Special Issue: Multilateral Online Exchanges for Language and Culture Learning

Acknowledgement of LLT Reviewers
...Gee Chris Gledhill Ricki Goldman-Segall Victor Golla Margaret Gonglewsky Manuela Gonzalez-Bueno Paul Gruba Joan Kelly Hall Elizabeth Hanson-Smith Lucinda Hart-Gonzalez Kazumi Hatasa Volker ...

in Volume 06 Number 1, January 2002

Call for Papers—Special Issue 19-3: Digital Literacies and Language Learning
...Gee & Hayes, 2011; Selwyn, 2013). In L2 contexts, the issue of digital literacies has received much less attention. This special issue will address the challenges of digital literacies in language te...

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

The Internet as a Glocal Discourse Environment
...Gee, 2003), the two teenagers form their collective ethnic identity. In Bloch's article, while the issue of identity construction may not be explicitly addressed, it is found in at least three parts o...

by Dimitris Koutsogiannis, Bessie Mitsikopoulou
in Volume 08 Number 3, September 2004 Special Section on Global English(es)

Digital texts for learning Finnish: Shared resources and emerging practices
...Gee, 2004; Kress, 2003, 2010; Lankshear & Knobel, 2006). With regard to literacy practices, this means, for example, that social media has assumed a central role. Furthermore, new literacy practices a...

by Juha Jalkanen, Heidi Vaarala
in Volume 17 Number 1, February 2013 Special Issue on Less Commonly Taught Languages - Language Learning & Technology

Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
...Gee, J. (2007). What video games have to teach us about learning and literacy. Basingstoke: Palgrave Macmillan. Gee, J. (2012). Foreword. In H. Reinders (Ed.), Digital games in language learning and...

by Hayo Reinders, Sorada Wattana
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Guest editor commentary
...Gee, 2007). In terms of learning, this includes the benefits of authenticity and learning community (e.g. Peterson, 2012), opportunity for intercultural learning (e.g. Thorne, 2008), access to divers...

by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning