[图书][B] What English language teachers need to know volume I: Understanding learning
DE Murray, MA Christison - 2019 - taylorfrancis.com
Designed for pre-service teachers and teachers new to the field of ELT, What English
Teachers Need to Know Volumes I, II, and III are companion textbooks organized around the …
Teachers Need to Know Volumes I, II, and III are companion textbooks organized around the …
17 Digital Games as Language-Learning Environments
J Reinhardt, SL Thorne - Handbook of game-based learning, 2020 - books.google.com
Human development can be catalyzed by many factors, for example through adaptation to
novel social, symbolic, or material conditions, opportunities for individual and collaborative …
novel social, symbolic, or material conditions, opportunities for individual and collaborative …
A massively multiplayer online role-playing game and its effects on interaction in the second language: Play, interact, and learn
N Chotipaktanasook, H Reinders - Handbook of research on …, 2018 - igi-global.com
Massively multiplayer online role-playing games (MMORPGs) have been dramatically used
in language education and identified in computer-assisted language learning (CALL) …
in language education and identified in computer-assisted language learning (CALL) …
Use of technology in teaching pronunciation skills
DH Dixon - The TESOL encyclopedia of English language …, 2018 - Wiley Online Library
In recent years, many automatic speech recognition (ASR) programs have been developed
for a wide range of pronunciation teaching and learning needs. This entry gives a broad …
for a wide range of pronunciation teaching and learning needs. This entry gives a broad …
Fiero and flow in online competitive gaming: The gaming engagement framework
S Andrews, RE Bradbury… - Research Anthology on …, 2023 - igi-global.com
This paper explores the concept of fiero as it relates to online competitive gaming, resulting
in a framework focused upon levels of fiero and flow, labeled as the gaming engagement …
in a framework focused upon levels of fiero and flow, labeled as the gaming engagement …
Elevate: On the Effects of All-In-One Learning Suites on the Learning of L2 Vocabulary and Grammar among Iranian Male and Female Intermediate EFL Learners
M Rahmannia, H Babaie Shalmani - International Journal of …, 2023 - ijreeonline.com
This study was carried out to explore the effects of a mobile application on the learning of L2
grammar and vocabulary among Iranian intermediate EFL learners. In this research study …
grammar and vocabulary among Iranian intermediate EFL learners. In this research study …
The Effect of Massively Multiplayer Online Role-Playing Games (MMORPG) Vocabulary on Students' Willingness to Communicate: A Narrative Inquiry
M Salsabil, NA Drajati, S Haryati - Pedagogy: Journal of …, 2023 - e-journal.metrouniv.ac.id
Learning is not only done in the classroom but also outside the classroom through game
media. This study focuses on the effect of vocabulary knowledge from massively multiplayer …
media. This study focuses on the effect of vocabulary knowledge from massively multiplayer …
Adult TESOL Leadership: using self-efficacy to Improve Student Success and secure Grant Funding
GF Fealing - 2021 - search.proquest.com
The purpose of the study was to address the Adult TESOL leadership concern of insecure
grant funding. It focused on two key performance indicators: Student retention and academic …
grant funding. It focused on two key performance indicators: Student retention and academic …
[PDF][PDF] Productive Word Knowledge Development and Its Relation to Informal Contact with English through Various Leisure Activities
H Alshumrani - International Journal of English Linguistics, 2024 - researchgate.net
Much of the previous research that has provided evidence for the relationship between
engagement in out-of-class activities and vocabulary outcomes has focused on receptive …
engagement in out-of-class activities and vocabulary outcomes has focused on receptive …
Second Language Acquisition and Multiplayer Gaming
J Reinhardt, S Kirby - The Routledge Handbook of Second …, 2022 - api.taylorfrancis.com
Digital gaming has become mainstream. More than 2.3 billion people—nearly a third of all
humans alive—play digital or videogames1 every year (Wijman, 2018), and the global …
humans alive—play digital or videogames1 every year (Wijman, 2018), and the global …