- Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
-
...Sundqvist, 2009). Both tests had previously been used
successfully with ninth graders (e.g., Sundqvist, 2009; Sundqvist & Wikström, 2015).
The PLT measures productive vocabulary knowledge by use of ...
by Pia Sundqvist
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Quantity and diversity of informal digital learning of English
-
...Sundqvist, 2009; Sundqvist & Sylvén,
2014; Sundqvist & Wikström, 2015; Sylvén & Sundqvist, 2012). These studies have consistently
suggested that frequent engagement with IDLE activities (e.g., digit...
by Ju Seong Lee
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Review of Technology-Mediated TBLT: Researching Technology and Tasks
-
...Sundqvist, Karlstads Universitet
Technology-mediated TBLT: Researching Technology and Tasks, edited by Marta González-Lloret and
Lourdes Ortega, presents a new framework in which tasks and technolog...
by Pia Sundqvist
in Volume 19 Number 2, June 2015
- Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge
-
...Sundqvist
and her co-researchers have conducted a series of studies in recent years (e.g., Sundqvist, 2019; Sundqvist
& Wikström, 2015; Sylvén & Sundqvist, 2012) to evaluate digital games’ impacts o...
by Wen Jia, Liping Zhang, Austin Pack, Yi Guan, Bin Zou
in Volume 28 Number 1, 2024
- What are the digital wilds?
-
...Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary.
Language Learning & Technology, 23(1), 87–113. https://doi.org/10125/44674
Sylvén, L. K., & Sundq...
by Shannon Sauro, Katerina Zourou
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Language learning in the wild: A young user perspective
-
...undqvist & Sylvén, 2014; Sylvén & Sundqvist, 2012; Unsworth, Persson, Prins, & De
Bot, 2014). While providing useful mappings and overviews of type and intensity of engagement and
identifying possib...
by Signe Hannibal Jensen
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds
- Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis
-
...Sundqvist (2019) hypothesized that “the potential for L2
English learning [could] be greater as…in-game social interaction grows larger” (p. 90). Based on this
hypothesis, Sundqvist suggested, MMOs ...
by Daniel H. Dixon, Tülay Dixon, Eric Jordan
in Volume 26 Number 1, 2022
- Association between the characteristics of out-of-class technology-mediated language experience and L2 vocabulary knowledge
-
...Sundqvist & Sylvén, 2016). For instance, TV shows are found to afford greater contextual cues
for language learning than songs or news (Toffoli & Sockett, 2010). Different registers of the same
tech...
by Chun Lai, Yang Liu, Jingjing Hu, Phil Benson, Boning Lyu
in Volume 26 Number 1, 2022
- Review of Informal digital learning of English: Research to practice
-
...Sundqvist & Sylven, 2016). Lee
then discusses how teachers can provide cognitive support, for example, by providing resources or tips and
answering questions. Finally, he suggests that teachers prov...
by Lucas Kohnke
in Volume 26 Number 1, 2022
- 2015 Reviewer Acknowledgements
-
...Sundqvist
Ruslan Suvorov
Julie Sykes
Liss Kerstin Sylvén
Lili Teng
Kimberly Tohill
Jonathan Trace
Vincenza Tudini
Robert Vanderplank
Polina Vinogradova
Christina vom Brocke
Ruby Vurdien
Ni...
in Volume 20 Number 1, February 2016