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Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
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Blyth, Carl – Foreign Language Annals, 2018
This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…
Descriptors: Second Language Instruction, Second Language Learning, Technology Uses in Education, Computer Simulation
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Mills, Nicole; Courtney, Matthew; Dede, Christopher; Dressen, Arnaud; Gant, Rus – Foreign Language Annals, 2020
Hansen states that "FL studies must learn to conceive of culture as an open, multi-voiced and dialogical interaction full of contradictions." One advocated approach to teach transcultural understanding is through the analysis of cultural narratives. Kearney defines cultural narratives as "the multiple (sometimes competing),…
Descriptors: Computer Simulation, Photography, Personal Narratives, Cultural Awareness
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Lomicka, Lara – Foreign Language Annals, 2020
During Covid-19, educators have been forced to quickly and creatively rethink teaching practices and the education of future generations. Community is a key consideration in reconceptualizing how the traditional classroom might function successfully in an online space. How does the virtual community of language learners interact with each other…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Disease Incidence
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Michelson, Kristen – Foreign Language Annals, 2019
This article reports on a multiliteracies-based experiential learning curriculum designed for intermediate French built upon the framework of a global simulation pedagogy. Students adopted the roles of fictitious characters living together in an apartment building in Paris and carried out written and spoken tasks through the voice of their…
Descriptors: Multiple Literacies, Experiential Learning, Curriculum Design, French
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Canals, Laia – Foreign Language Annals, 2021
The present study examines the role that multimodality and translanguaging play in scaffolding oral interactions during language-related episodes (LREs) involving meaning negotiation. The oral tasks carried out using synchronous video-based computer-mediated communication were part of a tandem virtual exchange (Spain, Canada). The participants, 18…
Descriptors: Oral Language, Scaffolding (Teaching Technique), Nonverbal Communication, Code Switching (Language)
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Ibrahim, Karim – Foreign Language Annals, 2019
Video/digital games have grown into a mainstream language-mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game-based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the…
Descriptors: Case Studies, Computer Games, Semitic Languages, Second Language Learning
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Mills, Nicole – Foreign Language Annals, 2009
Project-based learning (PBL) is described as a student-centered approach to learning in which students collaborate on sequential authentic tasks and develop a final project. Through opportunities to integrate both language and content learning, PBL practitioners suggest that meaningful language use and purposeful communication are fostered…
Descriptors: Student Projects, Self Efficacy, Second Language Instruction, Second Language Learning