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Showing 61 - 69 results of 69 for Lu

Digital Gaming and Language Learning: Autonomy and Community
...ludamos: Journal for Computer Game Culture, 3(2). Retrieved from http://www.eludamos.org/index.php/eludamos/article/viewArticle/74 Holec, H. (1981). Autonomy in foreign language learning. Oxford, UK...

by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
...lusion and Exclusion Criteria Included studies feature... Excluded studies feature... • A digital game that was publicly available for purchase or download in January of 2020 • An experimental or ...

by Daniel H. Dixon, Tülay Dixon, Eric Jordan
in Volume 26 Number 1, 2022

The effectiveness of computerized listening dynamic assessment: Attribute-based mediation model
...lue = 1.46 Mean difficulty value = 0.26 mean difficulty value = -0.23 2 N = 3 N = 6 N = 7 mean difficulty value = 1.33 Mean difficulty value = 0.41 mean difficulty value = -0.06 3 N = 7 N = ...

by Yaru Meng, Hua Fu, Chuang Wang
in Volume 28 Number 1, 2024

A systematic review of technology-enhanced L2 listening development since 2000
...lusion and Exclusion Criteria for Article Selection Inclusion criteria Exclusion criteria Screening by titles • Related to L2 listening • Having no full text available and abstracts development on...

by Ruofei Zhang, Di Zou, Gary Cheng
in Volume 27 Number 3, October 2023 Special Issue: Extended Reality (XR) in Language Learning

Restructuring multimodal corrective feedback through Augmented Reality (AR)-enabled videoconferencing in L2 pronunciation teaching
...lul/ /lu:/ /luǝ/ 9) /’prutl/ /’prutɔː/ /’prutǝu/ Appendix C. Questionnaire Themes Questions English Translation Instructional approach 1. 腾讯会议中的 AR 插件对 1. The AR plug-in in Tencent Meeting was ve...

by Yiran Wen, Jian Li, Hongkang Xu, Hanwen Hu
in Volume 27 Number 3, October 2023 Special Issue: Extended Reality (XR) in Language Learning

Thirty years of data-driven learning: Taking stock and charting new directions over time
...lusions keywords were metalinguistic text structuring devices, including subheadings, typical of the sub-genre ‘research article conclusions’ (e.g., conclusion(s), limitations, implications), which ...

by Alex Boulton, Nina Vyatkina
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL

Applications of Text Analysis Tools for Spoken Response Grading
...luency, and grammar). Adams found that the strongest predictors of holistic speaking scores were analytic judgments of grammar and vocabulary. Analytic ratings evaluating accent and fluency failed t...

by Scott Crossley, Danielle McNamara
in Volume 17 Number 2, June 2013

Investigating learner autonomy and vocabulary learning efficiency with MALL
...lue), the most parsimonious model included strategies, student code, quiz score, total time studying, and total time using Quizlet, with an intercept value of 86.32 and adjusted r2 of 0.569 (residua...

by Nigel P. Daly
in Volume 26 Number 1, 2022

Effects of digital game elements on engagement and vocabulary development
...luenced vocabulary knowledge development. Our findings refine existing theories on DGBVL by elucidating how game elements individually and collaboratively facilitate learner engagement and vocabular...

by Ruofei Zhang, Gary Cheng, Di Zou
in Volume 29 Number 1, 2025