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Naoko Taguchi – CALICO Journal, 2021
This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a…
Descriptors: Pragmatics, Computer Simulation, Role Playing, Task Analysis
Peer reviewed Peer reviewed
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Mills, Nicole – CALICO Journal, 2011
Scholars praise social networking tools for their ability to engage and motivate iGeneration students in meaningful communicative practice, content exchange, and collaboration (Greenhow, Robelia, & Hughes, 2009; Ziegler, 2007). To gain further insight about the nature of student participation, knowledge acquisition, and relationship development…
Descriptors: Learning Theories, Student Participation, Course Content, French
Peer reviewed Peer reviewed
Nelson, Terri; Oliver, Walter – CALICO Journal, 1999
Describes the design and testing process that resulted in the production of "Un Meurtre a Cinet" and "Un Misterio en Toluca," two role-playing applications that ask students of French and Spanish to collaborate to solve a murder mystery using e-mail, listservs, and a culturally-rich Web site. (Author/VWL)
Descriptors: Computer Assisted Instruction, Cooperation, Courseware, Electronic Mail
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Sykes, Julie M. – CALICO Journal, 2005
This study systematically examines the strength of the connection between synchronous CMC and pragmatic instruction by measuring the effects of three types of synchronous group discussion (written chat [WC], oral chat [OC], and traditional face-to-face [FF] discussion) on the acquisition of the speech act (refusals of an invitation) in the target…
Descriptors: Speech Acts, Group Discussion, Second Language Instruction, Second Language Learning