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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
O Baoill, Donall P., Ed. – TEANGA: The Irish Yearbook of Applied Linguistics, 1995
Essays in applied linguistics include: "Meaningful Negotiation: A Study of the Pedagogical Value of Autotutor-An Interactive Video Learning Resource" (John Stephen Byrne); "Medium of Instruction in the L2 Classroom" (Wei Danhua); "The Story of Language Contact and Shift in Ireland: How Unique, How Universal?" (Markku,…
Descriptors: Age Differences, Applied Linguistics, Arabic, Computer Software