- Collaborative writing: fostering foreign language and writing conventions development
-
...luency (total words) (p = 0.014), and
accuracy (% correct) (p = 0.011) from Draft 1 to Draft 2. When the Wilcoxon test was used, fluency (total
t-units) (p = 0.043), fluency (total words) (p = 0.017...
by Idoia Elola, Ana Oskoz
in Volume 14 Number 3, October 2010
- Blog posts and traditional assignments by first- and second-language writers
-
...lues in absolute taxonomic hierarchies rather than values relative to the basic
category word in each hierarchy. Therefore, the findings and conclusions based on the Coh-Metrix
hypernymy indices can...
by Irina Elgort
in Volume 21 Number 2, June 2017
- Visual reinforcement through digital zoom technology in FL pronunciation instruction
-
...lute beginner participants to fulfill the read-aloud
task without any knowledge of Spanish sound-spelling relations.
Figure 7
Students Practicing Using Digital Zoom
Evaluation
Production Test ...
by Siqi Wang, Jian Li, Qian Liang
in Volume 28 Number 1, 2024
- Tools and trends in self-paced language instruction
-
...lude the possibility of importing questions and including multimedia. There are
several advantages to creating exercises in an LMS, including performance tracking through an online
grade book and in...
by Robert Godwin-Jones
in Volume 11 Number 2, June 2007
- Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
-
...luding game-generated texts, collaboration
between players, and websites supporting gameplay (Thorne, Fischer, & Lu, 2012). It may be added that
“language is not learned only from or through games, ...
by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Using an AI-powered chatbot for improving L2 Korean grammar: A comparison between proficiency levels and task types
-
...luda.ai) to teach half of the grammar points and associated language functions of
the course curriculum. The remaining grammar points were taught conventionally, without involving Iruda.
After the c...
by Ji-young Shin, Yujeong Choi
in Volume 29 Number 2, February 2025 Special Issue: Indigenous Languages and Less Commonly Taught Languages (LCTLs) with Technology
- Evolving technologies for language learning
-
...lume 25, Issue 3
pp. 6–26
EMERGING TECHNOLOGIES
Evolving technologies for language learning
Robert Godwin-Jones, Virginia Commonwealth University
Abstract
This column traces the evolu...
by Robert Godwin-Jones
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
-
...lue labeled “Neutral” was
included to elicit honest responses from some participants who might not have had experience in or strong
feelings about particular communication tasks. High scores were in...
by Hayo Reinders, Sorada Wattana
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning
- Are we testing what we think we are? A multi-site investigation of typed and handwritten L2 Chinese writing assessments
-
...lutions with near-equal mathematical viability,
a two-cluster solution supported by 7 indices of best fit and a four-cluster solution supported by 8 indices.
The two-cluster solution was selected as...
by Matthew D. Coss
in Volume 29 Number 2, February 2025 Special Issue: Indigenous Languages and Less Commonly Taught Languages (LCTLs) with Technology
- Augmented reality and language learning: From annotated vocabulary to place-based mobile games
-
...lue towers), locations tied to particular
places of interest, such as monuments, squares, or museums. At the PokéStops, players may find
Pokémon to capture, and can also obtain game assets including...
by Robert Godwin-Jones
in Volume 20 Number 3, October 2016