- Evolving technologies for language learning
-
...Snow Crash, 1982) built around a platform such as Fortnite (Park, 2020).
On the other hand, the recreational use of immersive technology platforms, which seemed to hold such
promise for language lea...
by Robert Godwin-Jones
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- SMART Teacher Lab: A learning platform for the professional development of EFL teachers
-
...Snow (Eds.), Teaching English as a second or foreign
language (pp. 630–648). National Geographic Learning/Cengage Learning.
Daniel, S. J. (2020). Education and the COVID-19 pandemic. Prospects, 49, ...
by Heyoung Kim, Jang Ho Lee
in Volume 26 Number 2, June 2022 Special Issue: Automated Writing Evaluation
- Emerging spaces for language learning: AI bots, ambient intelligence, and the metaverse
-
...Snow Crash (1992), has been in the news following Facebook's rebranding as “Meta” in 2022.
The concept of a metaverse is a continually available digital space in which business transactions occur and...
by Robert Godwin-Jones
in Volume 27 Number 2, February 2023 Special Issue: Semiotics in CALL
- Authenticity and authorship in the computer-mediated acquisition of L2 literacy
-
...Snow,
Met, & Genesee, 1989; Stryker & Leaver, 1997; Swaffar, 1999) where linguistic form is subordinated to
authentic disciplinary content of a textual kind (e.g., French history taught in French). ...
by Claire Kramsch, Francine A'Ness, Wan Shun Eva Lam
in Volume 04 Number 2, September 2000 Special Issue Literacies and Technologies
- Meeting the Needs of Distance Learners
-
...Snowden and Daniel (1988), who state that "distance education systems, because of the
inherent complexity and interdependence of their parts require 'tighter' management than conventional
educational ...
by Nicholas Sampson
in Volume 07 Number 3, September 2003 Special Issue Distance Learning
- Effects of short-term memory and content representation type on mobile language learning
-
...snow
200 522 line 1200 69 passage
240 457 report 1240 65 brain
280 394 direct 1280 62 absolute
320 344 body 1320 58 afford
360 311 thus 1360 55 noise
...
in Volume 12 Number 3, October 2008
- How competitive, cooperative, and collaborative gamification impacts student learning and engagement
-
...Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Conative and
affective process analyses (pp. 221–253). Erlbaum.
Qiao, S., Liu, Y. Y., & Yeung, S. S. S. (2021). Mechanisms by w...
by Shen Qiao, Susanna Siu-sze Yeung, Xiaoai Shen, Jac Ka Lok Leung, Davy Tsz Kit Ng, Samual Kai Wah Chu
in Volume 28 Number 1, 2024
- Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge
-
...Snow, E. L., & McNamara, D. S. (2014). L2 writing practice: Game
enjoyment as a key to engagement. Language Learning & Technology, 18(2), 124–150.
http://dx.doi.org/10125/44373
Brezina, V. (2018). ...
by Wen Jia, Liping Zhang, Austin Pack, Yi Guan, Bin Zou
in Volume 28 Number 1, 2024
- Adolescent English learners’ language development in technology-enhanced classrooms
-
...Snow, C., Jiang, J., & Edwards, N. (2014). Technology use and self-perceptions of English
language skills among urban adolescents. Computer Assisted Language Learning, 28(5), 450–478.
Li, Q. (2007)....
by Avery Carhill-Poza, Jie Chen
in Volume 24 Number 3, October 2020