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Zheng, Dongping; Young, Michael F.; Brewer, Robert A.; Wagner, Manuela – CALICO Journal, 2009
This study explored affective factors in learning English as a foreign language in a 3D game-like virtual world, Quest Atlantis (QA). Through the use of communication tools (e.g., chat, bulletin board, telegrams, and email), 3D avatars, and 2D webpage navigation tools in virtual space, nonnative English speakers (NNES) co-solved online…
Descriptors: Self Efficacy, Second Language Learning, Computer Mediated Communication, English (Second Language)
Peer reviewedReese, L. Grant; And Others – CALICO Journal, 1988
Utah State University's intensive Spanish program uses video simulations of real-life experiences as the basis for classroom instruction in lieu of following a textbook, allowing the class to become student-centered, rather than instructor-centered, through a problem-solving group endeavor. (Author/CB)
Descriptors: Classroom Communication, Computer Assisted Instruction, Computer Simulation, Higher Education
Peer reviewedde Quincy, Paul – CALICO Journal, 1986
Describes six types of software (manipulative, problem-solving, text reconstruction, text construction, simulation, and adventure) and the possible roles of each in computer-assisted language learning. (Author/CB)
Descriptors: Computer Assisted Instruction, Computer Software, Educational Games, English (Second Language)
Peer reviewedPhillips, Martin K. – CALICO Journal, 1986
Argues that a framework is needed for computer-assisted language learning (CALL) which would provide criteria for decisions about priorities and emphases. A comparison of two different types of CALL programs is made for the insights they may offer into developmental principles. (SED)
Descriptors: Classroom Techniques, Cognitive Style, Comparative Analysis, Computer Assisted Instruction

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