DE eng

Search in the Catalogues and Directories

Page: 1 2 3
Hits 41 – 53 of 53

41
Data dan kode pemrograman R untuk kajian linguistik korpus kuantitatif terhadap variasi ortografis dan kontekstual untuk verba Bahasa Bali anggé / e ( n ) dan anggo ( n ) ...
BASE
Show details
42
Variação, gêneros textuais e ensino de Português: da norma culta à norma-padrão ...
BASE
Show details
43
Data dan kode pemrograman R untuk kajian linguistik korpus kuantitatif terhadap variasi ortografis dan kontekstual untuk verba Bahasa Bali anggé / e ( n ) dan anggo ( n ) ...
BASE
Show details
44
Variação, gêneros textuais e ensino de Português: da norma culta à norma-padrão ...
BASE
Show details
45
R Markdown Notebook and data for "Contrasting the semantics of Indonesian - kan and - i verb pairs: A usage-based, constructional approach" ...
BASE
Show details
46
Tutorial WebCorp ...
Rajeg, Gede Primahadi Wijaya. - : figshare, 2020
BASE
Show details
47
Pengantar Linguistik Korpus: Perpaduan Pendekatan Kualitatif dan Kuantitatif ...
Rajeg, Gede Primahadi Wijaya. - : figshare, 2020
BASE
Show details
48
Data dan kode pemrograman R untuk kajian linguistik korpus kuantitatif terhadap variasi ortografis dan kontekstual untuk verba Bahasa Bali anggé / e ( n ) dan anggo ( n ) ...
BASE
Show details
49
Variação, gêneros textuais e ensino de Português: da norma culta à norma-padrão ...
BASE
Show details
50
Tutorial WebCorp ...
Rajeg, Gede Primahadi Wijaya. - : figshare, 2020
BASE
Show details
51
Variação, gêneros textuais e ensino de Português: da norma culta à norma-padrão ...
BASE
Show details
52
Playing Japanese: Fostering semantic language play in a Japanese as a foreign language classroom
BASE
Show details
53
LEVEL UP!: Japanese Second Language Acquisition in the Classroom through Video Games
Steel, Aaron. - 2020
Abstract: Thesis (Master's)--University of Washington, 2020 ; This exploratory study investigates the possibilities of utilizing digital gaming in the Japanese second language classroom. Whereas previous research in the field focused on game-enhanced pedagogy for the instruction of second language pragmatics (Sykes 2013) or game-based pedagogy for vocabulary acquisition (Shintaku 2018), this study aimed to utilize a vernacular game-based pedagogy for the development of students’ pragmatic competency. The study’s research questions examine the following: 1) What kinds of learning opportunities do authentic media and target language classroom guests provide for pragmatics instruction? 2) What are some ways educators can provide support for students to play vernacular games in a foreign language classroom? What challenges do vernacular games pose to foreign language instruction? Through a combination of classroom observation, ethnographic notetaking, discourse analysis, and both a sociocultural theoretical lens and activity theoretical framework, the study shows how educators can overcome obstacles that may occur with the incorporation of authentic materials and how to make this kind of curriculum more accessible to students.
Keyword: Asian languages and literature; education; Japanese; Language; Linguistics; pragmatics; second language acquisition; second language pedagogy; video games
URL: http://hdl.handle.net/1773/45697
BASE
Hide details

Page: 1 2 3

Catalogues
0
0
0
0
0
0
0
Bibliographies
0
0
0
0
0
0
0
0
0
Linked Open Data catalogues
0
Online resources
0
0
0
0
Open access documents
53
0
0
0
0
© 2013 - 2024 Lin|gu|is|tik | Imprint | Privacy Policy | Datenschutzeinstellungen ändern