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130306 Educational Technology and Computing (20)
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Hits 1 – 20 of 20
1
Age and Gender Differences in Evaluating the Pedagogical Usability of E-Learning Materials ...
Bogdanov, Stan
. - : figshare, 2020
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2
Age and Gender Differences in Evaluating the Pedagogical Usability of E-Learning Materials ...
Bogdanov, Stan
. - : figshare, 2020
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3
The Internet of Things : and its implications for learning beyond the classroom
Reinders, Hayo
;
Romova, Zina
. - 2017
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4
The Internet of Things : and its implications for learning beyond the classroom
Reinders, Hayo
;
Romova, Zina
. - 2017
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5
The Internet of Things : and its implications for learning beyond the classroom
Reinders, Hayo
;
Romova, Zina
. - 2017
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6
Learning to identify and actualize affordances in a new tool
Haines, Karen
. - : the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2015
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7
Learning to identify and actualize affordances in a new tool
Haines, Karen
. - : the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2015
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8
Touch and gesture-based language learning. Some possible avenues for research and classroom practice
Reinders, Hayo
. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014
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9
Touch and gesture-based language learning. Some possible avenues for research and classroom practice
Reinders, Hayo
. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014
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10
A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
Reinders, Hayo
;
Lakarnchua, Onuma
;
Pegrum, Mark
. - : Bloomsbury Academic, 2014
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11
A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
Reinders, Hayo
;
Lakarnchua, Onuma
;
Pegrum, Mark
. - : Bloomsbury Academic, 2014. : Unitec Institute of Technology, 2014. : Chulalongkorn University (Bangkok, Thailand), 2014
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12
A trade-off in learning: Mobile augmented reality for language learning ; Implementing mobile language learning with an augmented reality activity
Reinders, Hayo
;
Lakarnchua, Onuma
;
Pegrum, Mark
. - : Bloomsbury Academic, 2014
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13
Touch and gesture-based language learning. Some possible avenues for research and classroom practice
Reinders, Hayo
. - : IATEFL Poland Computer Special Interest Group (EdTechTeacher), 2014. : Unitec Institute of Technology, 2014
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14
Affect and willingness to communicate in digital game-based learning
Reinders, Hayo
;
Wattana, Sorada
. - : Cambridge Journals Online (Cambridge University Press), 2014
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15
Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
Nguyen, Xuan Thi Thanh
. - 2014
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16
Affect and willingness to communicate in digital game-based learning
Reinders, Hayo
;
Wattana, Sorada
. - : Cambridge Journals Online (Cambridge University Press), 2014
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17
Can I say something? The effects of digital game play on willingness to communicate.
Reinders, Hayo
;
Wattana, Sorada
. - : Sponsored by the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2014
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18
Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
Nguyen, Xuan Thi Thanh
. - 2014
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19
Can I say something? The effects of digital game play on willingness to communicate.
Reinders, Hayo
;
Wattana, Sorada
. - : Sponsored by the National Foreign Language Resource Center (NFLRC) at the University of Hawai’i, University of Hawai‘i Center for Language and Technology (CLT), and the Center for Language Education, and Research (CLEAR) at Michigan State University, 2014
Abstract:
This paper reports on a study into the effects of digital game play on learners’ Willingness to Communicate (WTC), or individuals’ “readiness to enter into discourse at a particular time with a specific person or persons, using a L2” (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign language enrolled in a University language course completed six 90–minute lessons playing Ragnarok Online, a popular online role–playing game. The game had been installed on a private server and was thus only available to participants in the study. We modified the game to include special instructions, or quests (missions that players are assigned to accomplish in order to get items and progress throughout the game), designed to encourage collaboration and communication. To gauge participants’ WTC, a series of questionnaires was designed, adapted from MacIntyre et al’s (2001) WTC scale and previous studies on language and communication anxiety (Horwitz, Horwitz, & Cope, 1986; McCroskey & Richmond, 1982) and perceived competence (Compton, 2004; MacIntyre & Charos, 1996). These asked respondents about their (own perceptions of their) willingness to use English, as well as their confidence, anxiety, and perceived communicative competence in communicating in English. The questionnaires were administered at the start of the course, and again after six gaming sessions. Results on the first set of questionnaires showed that students had low confidence, high anxiety, low perceived competence, and low WTC. The second set of results showed a marked and significant improvement, with participants feeling more confident, less anxious, more competent, and more willing to communicate. We argue that the careful construction of tasks that draw on the affordances of games can have a positive effect on the language learning process.
Keyword:
130207 LOTE
;
130306 Educational Technology and Computing
;
CALL (computer-assisted language learning)
;
ESL and TESOL Curriculum and Pedagogy (excl. Māori)
;
gaming
;
language play
;
second language acquisition (SLA)
URL:
https://hdl.handle.net/10652/2962
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20
Switching on to digital literacy? : a case study of English language teachers at a Vietnamese university
Nguyen, Xuan Thi Thanh
. - 2014
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