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Park, Jaeuk – Smart Learning Environments, 2021
The rapid advancement of technology has allowed computer-assisted language learning (CALL) to have made inroads in the area of pedagogy for language and culture learning. While the majority of studies have used online and virtual environments for culture learning, very little attention has been paid to a real world environment. This study is based…
Descriptors: Cultural Education, Foreign Countries, Technology Uses in Education, Computer Assisted Instruction
Simin Ren; Paul Seedhouse – Classroom Discourse, 2024
We present "doing language testing" sequences; L2 learners decide for themselves to test themselves or each other explicitly on new linguistic items, outside the official task cycle with no professional present, investing extra time and energy. We examine how and why pairs of learners do this, and its impact on their learning. They use…
Descriptors: Second Language Learning, Second Language Instruction, Language Tests, Computer Software
Seedhouse, Paul; Heslop, Phil; Kharruf, Ahmed – TESL-EJ, 2020
Cooking is a universal task of humanity and is intimately linked with culture and language. This article explains the advantages of using real-world cooking as a basis for task-based and technology-assisted language learning. It outlines how the latest digital technology can be used by learners over the Internet to learn aspects of languages and…
Descriptors: Cooking Instruction, Internet, Food, Curriculum Enrichment
Seedhouse, Paul; Heslop, Phil; Kharrufa, Ahmed; Ren, Simin; Nguyen, Trang – The EUROCALL Review, 2019
In this article, the authors present the Linguacuisine app--a product of the Erasmus Plus-funded project 'Linguacuisine'. Linguacuisine is the third generation of digital technology they have produced, the first two being the French and European Digital Kitchens. Linguacuisine tackles the universal problem of classroom language teaching, namely…
Descriptors: Cooking Instruction, Second Language Learning, Second Language Instruction, Computer Software
Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel – European Journal of Special Needs Education, 2011
Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…
Descriptors: Video Technology, Feedback (Response), Computer Simulation, Cerebral Palsy