- Applying educational data mining to explore individual experiences in digital games
-
...Learning and Teaching, 4(4), 1–13. http://dx.doi.org/10.4018/ijcallt.2014100101
Calvo-Ferrer, J. R. (2017). Educational games as stand‐alone learning tools and their motivational effect
on L2 vocab...
by Frederick J. Poole, Jody Clarke-Midura
in Volume 27 Number 1, 2023
- Messaging, Gaming, Peer-to-Peer Sharing: Language Learning Strategies & Tools for the Millennial Generation
-
...and informal
language learning.
Instant Messaging and Mobile Communication
The use of pen pals for language practice and intercultural learning has a long history. Today email
exchanges and tand...
by Robert Godwin-Jones
in Volume 09 Number 1, January 2005
- Speech tools and technologies
-
...and analyze and evaluate their use in controlled language learning
environments, including when used as a supplement in traditional classroom environments.
Standards and Outlook
Creating software t...
by Robert Godwin-Jones
in Volume 13 Number 3, October 2009 Special Issue On Technology And Learning Pronunciation
- Voice-user interfaces for TESOL: Potential and receptiveness among native and non-native English speaking instructors
-
...and can adapt to it, for teaching and for leading and enhancing formal and informal
learning practices (Jean-Charles, 2018). Aspects of incorporating an adaptive experience into the lesson
for learn...
by David Kent
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL
- Review of Contemporary Computer-Assisted Language Learning
-
...learning, open
learning, supported learning and e-learning. She also discriminates between distance and hybrid learning
and discusses the relationship of distance learning with DCALL and CALL. The c...
by Ciara Wigham
in Volume 17 Number 2, June 2013
- The CALL-SLA interface: Insights from a second-order synthesis
-
...and practice of research synthesis for language learning and
teaching. In J. M. Norris & L. Ortega (Eds.), Synthesizing research on language learning and teaching
(pp. 3−50). Amsterdam, Netherlands:...
by Luke Plonsky, Nicole Ziegler
in Volume 20 Number 2, June 2016 Special Issue of Special Issues: 20 Years of Language Learning & Technology
- Negotiations for meaning in the context of a massively multiplayer online role-playing game
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...learning and pedagogy:
Game-enhanced and game-based research and practice. In H. Reinders (Ed.), Digital games in
language learning and teaching (pp. 32–49). Palgrave Macmillan.
https://doi.org/10....
by Nasser Jabbari, Zohreh R. Eslami
in Volume 27 Number 1, 2023
- Announcements
-
...and improves the
teaching and learning of languages, identifies and solves problems related to language and culture, and
serves as a resource for information about language and culture. CAL carries ou...
in Volume 06 Number 3, September 2002 Special Issue Technology and Teacher Education
- Pragmatic feedback on refusals in a computer-simulated advising session
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...and learning outcomes, L2 pragmatics researchers
increasingly use a battery of assessments and multi-level analyses to measure learning. Sydorenko and
Tuason (2016), for instance, identified develop...
by Paul Richards
in Volume 28 Number 1, 2024
- Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
-
...learning and teaching. Basingstoke, UK: Palgrave
Macmillan.
Reinhardt, J. (2017). Digital gaming in L2 teaching and learning. In C. A. Chapelle & S. Sauro (Eds.),
The handbook of technology in seco...
by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds