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Call for papers for Language Teaching & Technology Forum
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by Greg Kessler
in Volume 20 Number 2, June 2016 Special Issue of Special Issues: 20 Years of Language Learning & Technology

Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
...social interaction (SSI) model for classification. In this model, the potential for L2 English learning is hypothesized to be greater as the scale of the in-game social interaction grows larger. This...

by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Qualitative research in CALL
...Context The notion of context in CALL is a challenging one because a context may not only be defined and circumscribed at many levels; elements that derive from one or more of these levels may have a...

by Mike Levy, Paul J. Moore
in Volume 22 Number 2, June 2018 Special Issue on Qualitative Research in CALL

Review of Working Mandarin for Beginners
...social situations. The three content lessons contain their own sets of objectives of (a) functional language skills, (b) grammar and phonetics and (c) cultural and business understanding. Since Mandar...

by Haidan Wang
in Volume 17 Number 1, February 2013 Special Issue on Less Commonly Taught Languages - Language Learning & Technology

Celebrating the story of my first contribution to CALL
...context-specific definitions. Context-specific definitions eliminate the need to determine which of the several dictionary meanings apply to a given context. Echoing this argument, Leffa (1992) conte...

by Khalid Al-Seghayer
in Volume 20 Number 2, June 2016 Special Issue of Special Issues: 20 Years of Language Learning & Technology

Raising students' awareness of cross-cultural contrastive rhetoric via an e-learning course
...social dimension of learning, making writing classes more collaborative with students being more active by, for example, taking the initiative in discussions. This social dimension of constructivist...

by Minjie Xing, Jinghui Wang, Kenneth Spencer
in Volume 12 Number 2, June 2008 Special Issue On Technology And Learning To Write

The effect of interactivity with a music video game on second language vocabulary recall
...context: Video games as designed experiences Educational Researcher, 35(8), 19–29. Steuer, J. (1993). Defining virtual reality: Dimensions determining telepresence. Social Responses to Communicatio...

by Jonathan deHaan, W. Michael Reed, Katsuko Kuwanda
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary

Towards a Comprehensive Model of Negotiated Interaction in Computer-mediated Communication
...social constraints; the proximity of the webcam, which streams image and sound in real time, seemed to launch the participants in a more face-threatening context, which ultimately resulted in more e...

by Rose Van der Zwaard, Anne Bannink
in Volume 23 Number 3, October 2019 Special Issue: New Developments in Virtual Exchange in Foreign Language Education

Introduction to the Special Issue on Automated Writing Evaluation
...social nature of writing. The study shows AT to be a valuable tool for process- oriented investigations of the ways individual and contextual factors influence L2 students’ use of AWE. The article b...

by Jim Ranalli, Volker Hegelheimer
in Volume 26 Number 2, June 2022 Special Issue: Automated Writing Evaluation

Review of Virtual Worlds for Language Learning: From Theory to Practice
...social environments, they have been created with different audiences in mind, and the activities (and resultant language production) of the various VWs reflect these distinct audiences. In the same ...

by Joe Cunningham
in Volume 18 Number 3, October 2014