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Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
Isbell, Daniel R. – Language Learning & Technology, 2018
Informal language learning in online communities represents a growing area of interest. In part, this interest is due to the potential for meaningful second language (L2) communication, rather than the "learning about language" argued to be prevalent in L2 classrooms (Thorne, Black, & Sykes, 2009, p. 804). This study reports on a…
Descriptors: Korean, Computer Mediated Communication, Language Usage, Informal Education
Benson, Phil – Language Learning & Technology, 2015
It is often observed that the globalization of social media has opened up new opportunities for informal intercultural communication and foreign language learning. This study aims to go beyond this general observation through a case study that explores how discourse analysis tools might be used to uncover evidence of language and intercultural…
Descriptors: Social Networks, Internet, Video Technology, Electronic Publishing
Pasfield-Neofitou, Sarah – Language Learning & Technology, 2011
This paper examines the use of CMC in both Japanese and English dominated "domains" by Australian learners of Japanese. The natural, social online communication of 12 Australian university students with 18 of their Japanese contacts was collected for a period of up to four years, resulting in a corpus of approximately 2,000 instances of…
Descriptors: Web Sites, Electronic Mail, Electronic Publishing, Internet