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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
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Eun Seon Chung – Language Learning & Technology, 2024
While previous investigations on online machine translation (MT) in language learning have analyzed how second language (L2) learners use and post-edit MT output, no study as of yet has investigated how the learners process MT errors and what factors affect this process using response and reading times. The present study thus investigates L2…
Descriptors: English (Second Language), Korean, Language Processing, Translation
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Ziegler, Nicole – Language Learning & Technology, 2018
Research suggests that pre-task planning time provides learners with opportunities to formulate, organize, and mentally store content, thereby freeing up attentional resources during tasks (Skehan, Xiaoyue, Qian, & Wang, 2012). However, relatively few studies to date have investigated pre-task planning in a synchronous computer-mediated…
Descriptors: Second Language Learning, Second Language Instruction, Accuracy, Language Fluency
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Collentine, Karina – Language Learning & Technology, 2009
Second language acquisition (SLA) researchers strive to understand the language and exchanges that learners generate in synchronous computer-mediated communication (SCMC). Doughty and Long (2003) advocate replacing open-ended SCMC with task-based language teaching (TBLT) design principles. Since most task-based SCMC (TB-SCMC) research addresses an…
Descriptors: Computer Mediated Communication, Second Language Learning, Language Research, Second Language Instruction