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Showing 1 - 10 results of 28 for Sundqvist

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