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Showing 1 - 10 results of 18 for deHaan

The effect of interactivity with a music video game on second language vocabulary recall
Language Learning & Technology http://llt.msu.edu/vol14num2/dehaanreedkuwada.pdf June 2010, Volume 14, Number 2 pp. 74–94 Copyright © 2010, ISSN 1094-3501 74 THE EFFECT OF INTERACTIVITY WITH ...

by Jonathan deHaan, W. Michael Reed, Katsuko Kuwanda
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary

Review of Gameful second and foreign language teaching and learning: Theory, research, and practice
...deHaan, 2019). As the main premise of the book is to provide practising teacher-researchers with practical information on James York 39 how to integrate games into their own classrooms, the reade...

by James York
in Volume 24 Number 2, June 2020 Special Issue: Technology-enhanced L2 Instructional Pragmatics

Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
...deHaan, 2005a). In an experimental study among undergraduates from a computer science university in Japan (deHaan, Reed, & Kuwada, 2010), learners were either players or watchers of an English-langu...

by Pia Sundqvist
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
...deHaan et al. (2010) appears to be an outlier (see Figure 1). The reasons for the study’s abnormally negative effect may be related to the design of the game used in that particular study, a point w...

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

Invited commentary: Vocabulary
...deHaan, Reed, and Kuwada in The effect of interactivity with a music video game on second language vocabulary recall asked participants to either play or watch a video game, and tested them on what ...

by Ron Martinez, Norbert Schmitt
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary

2015 Reviewer Acknowledgements
...deHaan Tracey Derwing Melinda Dooly Stayc DuBravac Ahmet Dursun Betty Rose Facer Abdulaziz Fageeh Melissa Fiori Lionel Fontan Jonás Fouz-González Ana Frankenberg-Garcia Mark Freiermuth Car...

in Volume 20 Number 1, February 2016

Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
...deHaan, J. (2005a). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annuals, 38(2), 278–282. deHaan, J. (2005b). Learning language through video games:...

by Hayo Reinders, Sorada Wattana
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Guest editor commentary
...deHaan, Reed, & Kuwada, 2010; Sundqvist & Sylvén, 2012). Game-enhanced research shares the belief that by investigating how commercial digital games are used outside of class, and how they maybe ada...

by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

From the Editors
...DeHaan, W. Michael Reed, and Katsuko Kuwada in The effect of interactivity with a music video game on second language vocabulary recall investigate the effect of video game interactivity on the noti...

by Dorothy Chun, Irene Thompson
in Volume 14 Number 2, June 2010 Special Issue On Technology And Learning Vocabulary

Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge
...deHaan et al., 2010; Franciosi, 2017) or both receptive vocabulary (RV) and productive vocabulary (PV) (Rasti-Behbahani & Shahbazi, 2020; Sundqvist & Wikström, 2015). Second, DGBL treatment time is ...

by Wen Jia, Liping Zhang, Austin Pack, Yi Guan, Bin Zou
in Volume 28 Number 1, 2024