- Digital-gaming trajectories and second language development
-
...Gee,
2008, Sykes & Reinhardt, 2012) or on the language learner’s self-reported perceptions of the efficacy of
gameplay for second-language development (SLD; see Larsen-Freeman, 2015) purposes (e.g.,...
by Kyle W. Scholz, Mathias Schulze
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research
- Second Language Socialization in a Bilingual Chat Room: Global and Local Considerations
-
...Gee's (1996) concept of discourses, which refers
to the many socially specific practices of literacy in society that include using oral and written language in
tandem with other symbol systems, thinki...
by Wan Shun Eva Lam
in Volume 08 Number 3, September 2004 Special Section on Global English(es)
- Mode, meaning, and synaesthesia in multimedia L2 writing
-
...Gee, J. (1999). An introduction to discourse analysis: Theory and method. London: Routledge.
Mark Evan Nelson Multimedia L2 Writing
Language Learning & Technology 75
Gee, J. (2003). What video games h...
by Mark Evan Nelson
in Volume 10 Number 2, May 2006 Special Issue on Electronic Literacy
- L2 Writing Practice: Game Enjoyment as a Key to Engagement
-
...Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY:
Palgrave Macmillan.
Gee, J. P. (2005). Why video games are good for your soul: Pleasure and learning. ...
by Laura K. Allen, Scott A. Crossley, Erica L. Snow, Danielle S. McNamara
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Changing technologies, changing literacy communities?
-
...Gee, 1996, p. 27). Holding the floor in a monologue, in contrast, leads to valuing the form of the
discourse over the content and leads to reduced interaction between speaker and hearer. For both Soc...
by Denise E. Murray
in Volume 04 Number 2, September 2000 Special Issue Literacies and Technologies
- Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
-
...Gee, 2007, p. 226), the possibility to take on and
play around with different identities and, not least, target language input, interaction, and output (Gee, 2007;
Reinders, 2012). However, despite ...
by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Abdullah's Blogging: A generation 1.5 student enters the blogosphere
-
...Gee (1996) has
Joel Bloch Abdullah's Blogging
Language Learning & Technology 134
argued, it is critical for students to go beyond their own primary discourses and for teachers to provide
scaffol...
by Joel Boch
in Volume 11 Number 2, June 2007
- Linguistic perspectives on the development of intercultural competence in telecollaboration
-
...Gee (1999)
notes, it is in the empirical details of language and interaction that "people are harmed and helped" (p. 2).
In those cases where IC has been accepted as a legitimate learning objective (e...
by Julie A. Belz
in Volume 07 Number 2, May 2003 Special Issue Telecollaboration
- Learning of L2 Japanese through video games
-
...Gee, 2007) but also reading texts used in the media,
participation in online communities, and consumption of fan-generated products (Sauro, 2017).
Game players can be considered actively engaged and...
by Kayo Shintaku
in Volume 27 Number 1, 2023
- Negotiations for meaning in the context of a massively multiplayer online role-playing game
-
...Gee’s (2003) situated meaning principle and
multimodal principle. According to the situated meaning principle, “the meanings of signs (words, actions,
objects, artifacts, symbols, texts, etc.) are s...
by Nasser Jabbari, Zohreh R. Eslami
in Volume 27 Number 1, 2023