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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
González-Lloret, Marta – Language Learning & Technology, 2021
In order to develop pragmatic competence in a language other than our own (L2), it is important to have enough knowledge of the cultural norms of the target language and enough opportunities to interact with a wide range of speakers to deploy different speech acts, registers, levels of politeness, conversational moves, and the like. The…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Godwin-Jones, Robert – Language Learning & Technology, 2017
The iPhone turns 10 years old in 2017. For the occasion, Apple is rumored to be adding significant new features for the model to be released this year. Whatever those may be, they are not likely to have the same impact that the release of the original iPhone had 10 years ago. That event led to a radical new vision for the design and capability of…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Teaching Methods
Sundqvist, Pia – Language Learning & Technology, 2019
The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with non-gamers' vocabulary. Data were collected from two samples of teenage L2 English learners in Sweden, Sample A (N = 1,069) and Sample B (N = 16). Questionnaires and…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Godwin-Jones, Robert – Language Learning & Technology, 2019
In the 20th anniversary issue of this journal, Reinders and White (2016) describe the relationship between computer-assisted language learning (CALL) and autonomy as having become "both more complex and more promising" (p. 143). This is, they assert, in large part due to the rise of informal language learning online, with an accompanying…
Descriptors: Second Language Learning, Computer Assisted Instruction, Second Language Instruction, Independent Study
Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
Godwin-Jones, Robert – Language Learning & Technology, 2015
Language teachers are working in a world which has changed in the past decades in fundamentally disruptive ways, through profound changes in the role that networked computers play in everyday life and through the social and demographic shifts brought on by an increasingly globalized society, bringing together more than ever before people from…
Descriptors: Language Teachers, Teacher Role, Computer Networks, Global Approach
Cornillie, Frederik; Van Den Noortgate, Wim; Van den Branden, Kris; Desmet, Piet – Language Learning & Technology, 2017
Behaviour-tracking technology has been used for decades in SLA research on focused practice with an eye toward elucidating the nature of L2 automatization (e.g. DeKeyser, 1997; Robinson, 1997). This involves longitudinally capturing learners' judgments or linguistic production along with their response times in order to investigate how specific…
Descriptors: Second Language Learning, Eye Movements, Feedback (Response), English (Second Language)
Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology