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Chung, Rhonda; Cardoso, Walcir – Research-publishing.net, 2022
This study reports on the development of "Parlure Games" and explores its pedagogical affordances. "Parlure Games" is a multi-dialectal listening and decolonial conversation tool created to address the absence of variable speech (including speech markers associated with native speaker status, regional dialect, age, and race)…
Descriptors: Computer Assisted Instruction, Second Language Learning, French, Adult Students
Black-Rotchin, Sivan; Cardoso, Walcir – Research-publishing.net, 2022
This paper introduces "FineTune," a mobile application currently in development that features a gamified version of High Variability Phonetic Training (HVPT). The aims of this paper are twofold: (1) to outline the theoretical motivation for the app's features, which includes a discussion of HVPT, gamification, and Self-Determination…
Descriptors: Computer Software, Self Determination, Telecommunications, Handheld Devices
van Lieshout, Catharina; Cardoso, Walcir – Language Learning & Technology, 2022
This study examined the pedagogical use of Google Translate (GT) and its associated text-to-speech synthesis (TTS) and automatic speech recognition (ASR) as tools to assist in the learning of second/foreign language Dutch vocabulary and pronunciation in an autonomous, self-directed learning setting. Thirty participants used GT (its translation,…
Descriptors: Translation, Computational Linguistics, Independent Study, Vocabulary Skills
Sundberg, Ross; Cardoso, Walcir – CALICO Journal, 2020
This pilot study examines users' perceptions of Bande à Part, a music application designed for learners of French. The technology acceptance model (TAM) was adopted to investigate users' perceptions of the app's usability and potential for second language (L2) learning. The model's two constructs, perceived usefulness and perceived ease of use,…
Descriptors: French, Second Language Learning, Second Language Instruction, Computer Software
Johnson, Carol; Cardoso, Walcir – Research-publishing.net, 2021
This mixed-methods one-shot study examines L2 writers' perceptions of using Automatic Speech Recognition (ASR) to write using the Technology Acceptance Model (TAM), based on three criteria: usefulness, ease of use, and intention to use. After receiving training on Google voice typing in Google Docs, 17 English as a Second Language (ESL) students…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Teaching Methods
Sénécal, Anne-Marie; Cardoso, Walcir – Research-publishing.net, 2021
This study examined the acquisition of L2 English vocabulary with clickers, focusing on the role of individual differences. Following a pretest-posttest design, we measured perception and performance among 61 English learners who took part in a vocabulary acquisition treatment, in which they answered Multiple Choice Questions (MCQs) via clickers…
Descriptors: Individual Differences, Vocabulary Development, Scores, Second Language Learning
Cardoso, Walcir – Research-publishing.net, 2018
The study explored the pedagogical use of Text-To-Speech (TTS) synthesizers by comparing two groups of students learning the pronunciations associated with Regular Past Tense (RPT) marking in English (e.g. talk[t], clean[d], want[id]). While one group received TTS-based instruction, the other was taught RPT with teacher assistance. Our findings…
Descriptors: Pronunciation, Second Language Learning, Second Language Instruction, Morphemes
Sundberg, Ross; Cardoso, Walcir – Computer Assisted Language Learning, 2019
This article describes the development of "Bande à Part", a mobile music application (app) for second language (L2) learners of French. Our focus on the pedagogical use of music results from the reported benefits that it offers language learners (e.g., it encourages repetitive exposure to the L2 in an enjoyable way, it extends the reach…
Descriptors: French, Music, Computer Software, Handheld Devices
Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Cardoso, Walcir; Smith, George; Fuentes, Cesar Garcia – Research-publishing.net, 2015
Text-To-Speech (TTS) synthesizers have piqued the interest of researchers for their potential to enhance the L2 acquisition of writing (Kirstein, 2006), vocabulary and reading (Proctor, Dalton, & Grisham, 2007) and pronunciation (Cardoso, Collins, & White, 2012; Soler-Urzua, 2011). Despite their proven effectiveness, there is a need for…
Descriptors: Assistive Technology, Audio Equipment, Computer Mediated Communication, Program Evaluation