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The Original Text of the Daodejing: Disentangling Versions and Recensions
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In: Religions; Volume 13; Issue 4; Pages: 325 (2022)
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Second language development in the context of massively multiplayer online games: Theoretical perspectives
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A multi-level developmental approach to exploring individual differences in Down syndrome: genes, brain, behaviour, and environment
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Health comorbidities and cognitive abilities across the lifespan in Down syndrome. ...
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A multi-level developmental approach to exploring individual differences in Down syndrome: genes, brain, behaviour, and environment. ...
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A multi-level developmental approach to exploring individual differences in Down syndrome: genes, brain, behaviour, and environment.
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Health comorbidities and cognitive abilities across the lifespan in Down syndrome.
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A multi-level developmental approach to exploring individual differences in Down syndrome: genes, brain, behaviour, and environment
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In: Res Dev Disabil (2020)
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English Language Learner Motivation in the Digital Technology Classroom
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An Investigation of Social Networking Sites for Language Learning and the User Experience
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Myth and archetype in the new Spanish novel (1956-1970) : A study in changing novelistic techniques
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Evolving Connectionist Models to capture population variability across language development: modelling children’s past tense formation
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Classification of Games to Be Used in Virtual Learning Environments: Some Reflections Based on the EU-Funded GUINEVERE Project
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Abstract:
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for Real-time language Education, 2017-2019), research has been undertaken to define different categories of games used in virtual language teaching environments. This paper aims to analyse and categorise selected games for language learning, created and provided for 2D and 3D virtual learning environments and identify their suitability for use in 3D immersive virtual language learning. The fieldtesting events within GUINEVERE offered sound evidence of the effectiveness of selected games according to levels, categories, needs, and their adaptability to a variety of language learning contexts, as well as different virtual learning platforms such as Second Life, Open Sim, and Minecraft. The models of game-like activities described in this paper show many examples of good practice that indicate how important it is to encourage learners to become actively involved in the learning process [1] , [2].
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Keyword:
Applied linguistics
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URL: http://clok.uclan.ac.uk/24402/8/24402%20GUINEVERE_Pixel_clok.pdf https://conference.pixel-online.net/ICT4LL/files/ict4ll/ed0012/FP/5141-ICT4211-FP-ICT4LL12.pdf http://clok.uclan.ac.uk/24402/1/24402%20GUINEVERE_Pixel_clok.pdf http://clok.uclan.ac.uk/24402/ http://clok.uclan.ac.uk/24402/16/24402.pdf
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Editorial to special edition commemorating the work of Professor Stephen Bax
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“The Sound of Silence” A Proposal to Reduce Anxiety and Unwillingness to Participate in the EFL Classroom
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Literary dialogues as models of conversation in English Language Teaching
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Automatically augmenting academic text for language learning: PhD abstract corpora with the British Library
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