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The effects of various combinations of form-focused instruction techniques on the acquisition of English articles by second language learners of English
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READING PROBLEMS AMONG ENGLISH LANGUAGE LEARNERS AS A SECOND LANGUAGE ...
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READING PROBLEMS AMONG ENGLISH LANGUAGE LEARNERS AS A SECOND LANGUAGE ...
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Effects of Recasts, Metalinguistic Feedback, and Students’ Proficiency on the Acquisition of Greek Perfective Past Tense
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In: Languages; Volume 7; Issue 1; Pages: 40 (2022)
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Supporting English Language Learners: Preparing Content Area Teachers to Promote Academic Achievement among Culturally and Linguistically Diverse Learner Populations.
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In: Culminating Experience Projects (2022)
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Language learning through interaction: Online and in the classroom
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In: The Coastal Review: An Online Peer-reviewed Journal (2022)
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Student Centered Language Teaching: A Focus on Student Identity
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In: All Graduate Plan B and other Reports (2022)
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In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy Skills
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In: Computer Science Faculty Publications and Presentations (2021)
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Abstract:
Video games that require players to utilize a target or second language to complete tasks have emerged as alternative pedagogical tools for Second Language Acquisition (SLA). With the exception of vocabulary acquisition, much of the prior research in game-based SLA fails to gauge students' literacy skills, specifically their morphological awareness or understanding of the smallest meaningful linguistic units (e.g., prefixes, suffixes, and roots). Given this shortcoming, we utilize a two-player online game to facilitate social interactions between Native English Speakers (NES) and English as a Second Language (ESL) students as a mechanism to generate ESL students' written output in the targeted language and draw attention to their morphological awareness. Analysis of chat logs demonstrates the game's potential to enhance ESL students' morphological awareness and other important L2 literacy skills such as word reading accuracy. Both NES and ESL students' reflections of their gameplay experiences suggest game design modifications that promote ESL students' willingness to communicate with NES while developing their morphological awareness and practicing their L2 communication and literacy skills.
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Keyword:
applied computing; Computer Sciences; computer-assisted instruction; English Second Language; game-based learning; human-centered computing; interactive learning environments
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URL: https://scholarworks.boisestate.edu/cs_facpubs/293 https://scholarworks.boisestate.edu/cgi/viewcontent.cgi?article=1301&context=cs_facpubs
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Commonplace and Mirroring for Self-Reflexivity in Secondary Language Arts: A Value-Creative Approach in a Virtual Learning Space
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Commonplace and Mirroring for Self-Reflexivity in Secondary Language Arts: A Value-Creative Approach in a Virtual Learning Space ...
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Comparing Instructional Methods for Address Pronouns in Second Language German ...
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Closing The English Language Proficiency Gap In Post-Secondary Education In Canada
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In: Dissertations (2021)
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Rewilding Language Education: Emergent Assemblages and Entangled Actions
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In: Applied Linguistics Faculty Publications and Presentations (2021)
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Διδασκαλία της ορθογραφημένης γραφής σε μαθητές Δημοτικού με δυσλεξία στο μάθημα της Γερμανικής ως Β΄ ξένης γλώσσας ...
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The impact of grit and its predictors on face-to-face vs online language learning ...
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Rethinking “Equity Sticks”: Engaging Emergent Bilinguals in Discussing Texts
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In: ETSU Faculty Works (2021)
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How to Run Your Own Online Business: A Gamification Experience in ESL
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In: Education Sciences ; Volume 11 ; Issue 11 (2021)
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Using a smart phone to learn Spanish: Does it work and will students use it?
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In: The Coastal Review: An Online Peer-reviewed Journal (2021)
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