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 - 29 results of 29 for Sundqvist

Riding the digital wilds: Learner autonomy and informal language learning
...undqvist & Sylvén, 2016). Indeed, users, or learners of English, enthusiastically embraced pop culture as an avenue toward L2 development that was both entertaining and effective. The influence of...

by Robert Godwin-Jones
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Games in language learning: Opportunities and challenges
...Sundqvist & Sylvén, 2012). Certainly, one of the clear findings of game studies is that user training is mandated if there are likely to be novice users, particularly if the game offers some level o...

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

Emerging spaces for language learning: AI bots, ambient intelligence, and the metaverse
...Sundqvist & Sylvén, 2016). Another opportunity is through online gaming (Scholz & Schulze, 2017); collaborative activities in gaming have been shown to be beneficial. In one recent study, English l...

by Robert Godwin-Jones
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL

Big data and language learning: Opportunities and challenges
...Sundqvist & Sylvén, 2016). Now, AI researchers and data scientists are in a way duplicating that process on a massive scale, collecting an enormous volume of language and using a series of powerful ...

by Robert Godwin-Jones
in Volume 25 Number 1, February 2021 Special Issue: Big Data in Language Education & Research

Digital-gaming trajectories and second language development
...Sundqvist & Sylvén, 2012). Due to the importance placed on collaboration between players and the challenging nature of the game itself, language and communication is at the forefront of a player’s e...

by Kyle W. Scholz, Mathias Schulze
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research

Building the porous classroom: An expanded model for blended language learning
...Sundqvist & Sylvén, 2016). In fact, there has been evidence of improved progress of “self-directed fully autonomous” learners over those in language classrooms (Cole & Vanderplank, 2016). It should...

by Robert Godwin-Jones
in Volume 24 Number 3, October 2020

Evolving technologies for language learning
...Sundqvist & Sylvén, 2016). This phenomenon has been made possible through the growing availability in many countries of streaming audio and video services that provide free or low-cost access to pop...

by Robert Godwin-Jones
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL

Negotiations for meaning in the context of a massively multiplayer online role-playing game
...Sundqvist, 2012; Zheng et al., 2015) has established the positive impact of playing MMORPGs on L2 vocabulary development. In contrast with vocabulary, the morphosyntactic elements of discourse did n...

by Nasser Jabbari, Zohreh R. Eslami
in Volume 27 Number 1, 2023

Technology integration for less commonly taught languages: AI and pedagogical translanguaging
...Sundqvist & Sylvén, 2016). The vast majority of those studies, however, were done on learners of English, for which abundant high quality and popular videos and music are available. Students can a...

by Robert Godwin-Jones
in Volume 29 Number 2, February 2025 Special Issue: Indigenous Languages and Less Commonly Taught Languages (LCTLs) with Technology