- 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