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Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Jingjing Zhu; Xi Zhang; Jian Li – Computer Assisted Language Learning, 2024
Traditional L2 pronunciation teaching puts too much emphasis on explicit phonological knowledge ('knowing that') rather than on procedural knowledge ('knowing how'). The advancement of mobile-assisted language learning (MALL) offers new opportunities for L2 learners to proceduralize their declarative articulatory knowledge into production skills…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pronunciation Instruction, Second Language Instruction