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Liu, Qian; Chao, Chin-Chi – ReCALL, 2018
The possibility of exploiting technology for more robust and meaningful learning and teaching has invoked messianic responses from the language education community. Yet to be explored are teachers' pedagogical choices based on the perceived technological affordances as well as interactions between teacher and student agency mediated by these…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Interviews
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Satar, H. Müge – ReCALL, 2016
Online language learning and teaching in multimodal contexts has been identified as one of the key research areas in computer-aided learning (CALL) (Lamy, 2013; White, 2014). This paper aims to explore meaning-making in online language learner interactions via desktop videoconferencing (DVC) and in doing so illustrate multimodal transcription and…
Descriptors: Online Courses, Interviews, Qualitative Research, Case Studies
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Yamazaki, Kasumi – ReCALL, 2018
This study investigates an instantiation of a 3D virtual world-based Japanese learning curriculum within the context of a Japanese as a foreign language (JFL) classroom. Through a mixed-method case study approach, participants' natural acquisition of Japanese in a 3D virtual environment was examined. In the present study, four sources of data from…
Descriptors: Computer Assisted Instruction, Second Language Learning, Computer Simulation, Qualitative Research
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Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark – ReCALL, 2012
What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…
Descriptors: Computer Assisted Instruction, Second Language Learning, Participant Observation, Computer Games
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Peterson, Mark – ReCALL, 2012
This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…
Descriptors: English (Second Language), Second Language Learning, Computer Games, Role Playing
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Hampel, Regine; Stickler, Ursula – ReCALL, 2012
The introduction of virtual learning environments has made new tools available that have the potential to support learner communication and interaction, thus aiding second language acquisition both from a psycholinguistic and a sociocultural point of view. This article focuses on the use of videoconferencing in the context of a larger exploratory…
Descriptors: Expertise, Computer Assisted Instruction, Distance Education, Learning Modalities
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Vetter, Anna; Chanier, Thierry – ReCALL, 2006
During the last decade, most research studies have analysed online synchronous interactions in written mode (textchat), highlighting the benefits of chatting for the development of learners' oral proficiency. The environment used in our experiment is multimodal and based on a synchronous audio conference. Analyzing interactions in such an…
Descriptors: English for Special Purposes, Computer Mediated Communication, Oral Language, Language Proficiency