- Digital-gaming trajectories and second language development
-
...scholzschulze.pdf
February 2017, Volume 21, Number 1
pp. 100–120
Copyright © 2017, ISSN 1094-3501 100
DIGITAL-GAMING TRAJECTORIES AND SECOND LANGUAGE
DEVELOPMENT
Kyle W. Scholz, University of ...
by Kyle W. Scholz, Mathias Schulze
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research
- Methodological innovation in CALL research and its role in SLA
-
...Scholz and Schulze illustrate a much
needed move away from research that relies on learner reflections and beliefs about L2 gameplay and
toward a focus on the gaming process and L2 development. They...
by Bryan Smith
in Volume 21 Number 1, February 2017 Special Issue on Methodological Innovation in CALL Research
- Review of Language-Learner Computer Interactions: Theory, Methodology, and CALL Applications
-
...Scholz argue that
learning a language through interaction with a computer is a very dynamic, complex process involving
numerous variables, and recommend non-reductionist research that considers all ...
by Jooyoung Lee
in Volume 21 Number 3, October 2017 Special Issue on Corpora in Language Learning and Teaching
- Announcements and news from our sponsors
-
...Scholz, Olcay Sert, Lynn Shafer
Willner, Gillian Skyrme, Simon Smith, Susana Sotillo, Elana Spector-Cohen, JesAlana Stewart, Glenn
Stockwell, Yanyan Sun, Michael Thomas, Ron Thomson, Denyse Toffoli,...
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Announcements and news from our sponsors
-
...Scholz
Dr. Olcay Sert
Dr. Karim Shabani
Prof. Gillian Skyrme
Dr. Bryan Smith
Miss Sinem Sonsaat
Prof. Susana Sotillo
Dr. Elana Spector-Cohen
Dr. Glenn Stockwell
Dr. Sei Sumi
Ms. Yanyan Sun ...
in Volume 24 Number 1, February 2020
- Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning
-
...Scholz, 2015). For example, Craft (2016)
successfully integrated Minecraft into his Latin classes by using cooperative tasks to help students improve
their understanding of Roman architecture. Simil...
by Yu-Ju Lan
in Volume 24 Number 1, February 2020
- Riding the digital wilds: Learner autonomy and informal language learning
-
...cholz & Schulze, 2017), and informal language
learning (Godwin-Jones, 2018a; Sockett, 2013). The recognition of how interdependent the interactions of
these elements are has led to a “reconceptualiz...
by Robert Godwin-Jones
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Building the porous classroom: An expanded model for blended language learning
-
...Scholz, K., & Schulze, M. (2017). Digital-gaming trajectories and second language development.
Language Learning & Technology, 21(1), 99–119.
http://llt.msu.edu/issues/february2017/scholzschulze.pdf...
by Robert Godwin-Jones
in Volume 24 Number 3, October 2020
- Contextualized vocabulary learning
-
...Scholz & Schulze, 2017, p. 108). Other studies
have shown how gameplay in the L2 can enhance vocabulary learning (Jensen, 2017; Shintaku, 2016;
Sylvén & Sundqvist, 2012). Gains come through gamepla...
by R. Godwin-Jones
in Volume 22 Number 3, October 2018
- Evolving technologies for language learning
-
...Scholz & Schulze, 2017). In fact, gaming — in its many
different iterations — is one of the success stories in CALL in recent years, even if not a universally
appealing activity (Chun, 2019). The co...
by Robert Godwin-Jones
in Volume 25 Number 3, October 2021 Special Issue: 25 Years of Emerging Technology in CALL