- Building the porous classroom: An expanded model for blended language learning
-
...Sykes, J., & González-Lloret, M. (2020). Exploring the interface of interlanguage (L2) pragmatics and
digital spaces. CALICO Journal, 37(1), i–xv.
Thorne, S. L., Black, R. W., & Sykes, J. M. (2009)....
by Robert Godwin-Jones
in Volume 24 Number 3, October 2020
- Presence and agency in real and virtual spaces: The promise of extended reality for language learning
-
...Sykes et al., 2008). Player interactions
have a major role as well in the motivation to engage in massively multiplayer online games such as World
of Warcraft (Sykes et al., 2008). None of these pla...
by Robert Godwin-Jones
in Volume 27 Number 3, October 2023 Special Issue: Extended Reality (XR) in Language Learning
- The role of technology in SLA research
-
...Sykes, 2014). In Chik’s (2014) contribution on autonomy and
community, she analyzed rich data from gaming sessions, stimulated recall, focus group discussion,
individual interviews, and online discu...
by Dorothy M. Chun
in Volume 20 Number 2, June 2016 Special Issue of Special Issues: 20 Years of Language Learning & Technology
- Hey Siri: Should #language, 😕, and follow me be taught?: A historical review of evolving communication conventions across digital media environments and uncomfortable questions for language teachers
-
...Sykes, 2011;
Liu, Holden, & Zheng, 2016; Pegrum, 2019). However, the direct-to-consumer digital marketplace has
been largely colonized by commercial MALL apps which are designed by software develope...
by Heather Lotherington, Noah Bradley
in Volume 28 Number 1, 2024
- Integrating technology into study abroad
-
...Sykes, J. (2013). Place-based Mobile Games for Pragmatics Learning. In N. Taguchi & J.
Sykes (Eds.), Technology in Interlanguage Pragmatics Research and Teaching (pp. 1–15). Philadelphia:
John Benja...
by Robert Godwin-Jones
in Volume 20 Number 1, February 2016
- Identity Practices of Multilingual Writers in Social Networking Spaces
-
...Sykes, 2009; Warschauer & Grimes, 2007).
Despite the many advantages of CMC tools identified by SLA scholars, the dynamics of multilingual
writers’ literacy practices and identity constructions in s...
by Hsin-I Chen
in Volume 17 Number 2, June 2013
- Twenty-five years of digital literacies in CALL
-
...Sykes (2019) considers
games in terms of their affordances for analysis of digital discourse, presenting four contexts (interaction
with games, interaction through games, interaction around games, a...
by Richard Kern
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- Language learning through social networks: Perceptions and reality
-
...Sykes, 2009), our participants felt it was natural to engage
in meaningful conversation with native speakers on the LLSNS. The increased motivation and self-
confidence they reported vis-à-vis the ta...
by Chin-Hsi Lin, Mark Warschauer, Robert Blake
in Volume 20 Number 1, February 2016
- Emerging spaces for language learning: AI bots, ambient intelligence, and the metaverse
-
...Sykes, 2012).
There they engage with local residents as well as with non-human players in the game. They need to use
appropriate pragmatics in Spanish to gather clues to solve a mystery. Chrono-ops ...
by Robert Godwin-Jones
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL
- Negotiations for meaning in the context of a massively multiplayer online role-playing game
-
...Sykes, 2012) L2 learning environments. It assesses the presence and
describes the nature of NfM within a cross-cultural MMORPG-mediated communication setting in which
(a) the L2 is used in an authen...
by Nasser Jabbari, Zohreh R. Eslami
in Volume 27 Number 1, 2023