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Methodological issues in research on learner-computer interactions in CALL
...feedback on Volker Hegelheimer & Carol Chapelle Methodological Issues in Research on Learner Computer ... Language Learning & Technology 51 retention after reading. Positive impact on teachers i...

by Volker Hegelheimer, Carole A. Chapelle
in Volume 04 Number 1, May 2000 Special Issue The Role of Computer Technology in Second Language Acquisition Research (Part 2)

The Role of the Computer in Learning Ndjébbana
...feedback and provides activities that are fun. Fryer (1987) suggests the positive benefits of computers with indigenous Australian students reflect the absences of a formal teacher in their society. C...

by Glenn Auld
in Volume 06 Number 2, May 2002 Special Issue Technology and Indigenous Languages

Does Second Life improve Mandarin learning by overseas Chinese students?
...feedback is important to us in helping understand learners’ Chinese learning experience and how they feel while using Second Life to learn Chinese. The survey takes about 5-10 minutes of your time. ...

by Yu-Ju Lan
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Commenting to learn: Evidence of language and intercultural learning in comments on YouTube videos
...feedback and focus on form episodes, arguing that acquisition of new language occurs when learners negotiate problems in communication. Another strand of research has used conversation analysis in m...

by Phil Benson
in Volume 19 Number 3, October 2015 Special Issues on Digital Literacies and Language Learning

Bronies learning English in the digital wild
...feedback, constructive criticism, and encouraging comments by voluntary proofreaders from within the fan community. Members of the community created a safe scaffolding environment for novice authors...

by Liudmila Shafirova, Daniel Cassany
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Synthetic voices in the foreign language context
...feedback on CMC. Language Learning & Technology, 16(1), 62–90. https://www.lltjournal.org/item/2761 Grimshaw, J., & Cardoso, W. (2018). Activate space rats! Fluency development in a mobile game- ass...

by Tiago Bione, Walcir Cardoso
in Volume 24 Number 1, February 2020

Learning of L2 Japanese through video games
...feedback and my dissertation committee who supervised the research project reported in this study. References Agency for Cultural Affairs. (2016, May 6). Kotoba-no Q&A [Language Q&A]. http://www.b...

by Kayo Shintaku
in Volume 27 Number 1, 2023

“I Am What I Am”: Multilingual identity and digital translanguaging
...feedback from peers and teachers, they practiced strategies for translanguaging more effectively in an academic environment, developing “sensitivity to the rhetorical constraints and possibilities av...

by Brooke Ricker Schreiber
in Volume 19 Number 3, October 2015 Special Issues on Digital Literacies and Language Learning

Data-driven learning of academic lexical bundles below the C1 level
...feedback. Stage Two: Control Group The second stage was carried out one year after the first stage in order to include a group with a comparable academic and English background to group A. The pre...

by Keith J. Lay, Mehmet A. Yavuz
in Volume 24 Number 3, October 2020

Language learning through game-mediated activities: Analysis of learners’ multimodal participation
...feedback. The researcher then revised the coding scheme before applying it to the entire dataset of use. Analytical Process A three-step analytical framework was adopted to understand participa...

by Yuchan Gao
in Volume 28 Number 1, 2024