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iSpraak
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-10-20 DOI: 10.1558/cj.21230
Shahrzad Ghobadlou
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引用次数: 1
The Feasibility of Using Bande à Part to Aid French Language Learners 使用band - Part辅助法语学习者的可行性
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-08-25 DOI: 10.1558/cj.41796
Ross Sundberg, W. Cardoso
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引用次数: 0
The Impact of Texting on L2 French Learners’ Language Anxiety and Oral Comprehensibility: An Exploratory Study 短信对第二语言法语学习者语言焦虑和口语可理解性的影响:一项探索性研究
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-08-25 DOI: 10.1558/cj.42198
Tricia Thrasher
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引用次数: 15
Meaningful Integration in Professional Communities: Examining User Behaviors in Catalyst 专业社区中有意义的整合:在Catalyst中检查用户行为
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-06-23 DOI: 10.1558/cj.20861
S. Knight, J. Sykes, Linda Forrest, Carla H. Consolini, Johanna Jimenez
Online platforms have the potential to address the issue of world language teacher attrition by building professional learning communities. However, autonomous engagement is not guaranteed by the mere existence of said tools. In this article, we report findings from Catalyst user data analysis. Catalyst is an online professional development social portfolio that connects users to other professionals (in groups and as individuals). Specifically, we examine user behavior patterns in six areas-Group Membership, Goals, Evidence, Connections, Reflections, and Comments. Each feature was chosen because of its potential usefulness in facilitating meaningful and integrative participation in online professional platforms. Results reveal three behavior profiles: 1-Testers, 2-Dabblers, and 3-Embracers. Each profile exhibits unique behaviors of engagement with the portfolio. Users who did not join any group were much more likely to show the lowest level of activity (i.e., Testers), while those who were part of a group and had more connections (i.e., Embracers) demonstrated the highest level of activity. These results support the theoretical foundation for sociocultural approaches to professional learning for teachers (e.g., Kabilan et al., 2011; Kabilan & Kahn, 2012; Kitade, 2014) and highlight the critical, and mutually reciprocal, relationship between social engagement and cognitive development.
在线平台有可能通过建立专业学习社区来解决世界语言教师流失的问题。然而,仅仅存在上述工具并不能保证自主参与。在本文中,我们报告来自Catalyst用户数据分析的结果。Catalyst是一个在线专业发展社交组合,将用户与其他专业人士(团体和个人)联系起来。具体来说,我们在六个方面检查用户行为模式——组成员、目标、证据、联系、反思和评论。每个功能的选择都是因为其在促进在线专业平台的有意义和综合参与方面的潜在有用性。结果揭示了三种行为特征:1-测试者,2-涉猎者,和3-拥抱者。每个概要文件都展示了与投资组合接触的独特行为。没有加入任何组的用户更有可能表现出最低水平的活动(例如,测试人员),而那些属于一个组并且有更多连接的用户(例如,拥抱者)则表现出最高水平的活动。这些结果为教师专业学习的社会文化方法提供了理论基础(例如,Kabilan et al., 2011;卡比兰和卡恩,2012;Kitade, 2014),并强调社会参与与认知发展之间的关键和互惠关系。
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引用次数: 0
The Linguistic Environments of Digital Games: A Discriminant Analysis of Language Use in Game Mechanics 数字游戏的语言环境:游戏机制中语言使用的辨别性分析
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-06-23 DOI: 10.1558/cj.20860
Dan Dixon
This study quantitatively measures the variation in language derived from a targeted set of digital game mechanics. Mechanics refer to the design elements of a game that make up the overall gameplay experience, determining player actions and the degree of language interaction. A corpus was compiled by extracting the language files from two popular commercial games, Fallout 4 and Skyrim, using “modification” software. The extracted language files were organized into three register categories following the register analysis framework detailed in Biber and Conrad (2019). The three categories include one spoken (dialogue trees) and two written registers (quest objectives and quest stages), which are common mechanics in many modern commercial games. Comparing results from three discriminant analyses, the findings indicate that statistical models cannot distinguish between the two games’ linguistic environments at the level of the game; however, when considering the linguistic environments at the level of game mechanics, the model has high precision in accurately identifying the texts’ game mechanic register categories. The results provide empirical evidence that digital game-based language learning (DGBLL) research designs could benefit from targeting specific design aspects and game mechanics rather than generalizing results at the level of genre or game title.
这项研究定量地测量了源自于一套目标数字游戏机制的语言变化。机制是指构成整体游戏体验的游戏设计元素,决定玩家的行动和语言互动程度。通过使用“修改”软件,从两款流行的商业游戏《辐射4》和《天际》中提取语言文件,编制了一个语料库。按照Biber和Conrad(2019)中详细介绍的语域分析框架,将提取的语言文件分为三个语域类别。这三个类别包括一个口头(对话树)和两个书面记录(任务目标和任务阶段),这是许多现代商业游戏中的常见机制。对比三种判别分析的结果,发现统计模型不能区分两种游戏在游戏层面的语言环境;然而,当考虑到游戏机制层面的语言环境时,该模型在准确识别文本的游戏机制语域类别方面具有很高的精度。研究结果提供了经验证据,表明数字游戏语言学习(DGBLL)研究设计可以受益于针对特定设计方面和游戏机制,而不是在类型或游戏名称层面上推广结果。
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引用次数: 4
Pimsleur Pimsleur
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-02-11 DOI: 10.1558/cj.41955
Lisa A. Frumkes
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引用次数: 1
Flipped Instruction Methods and Digital Technologies in the Language Learning Classroom 翻转教学方法和数字技术在语言学习课堂中的应用
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-02-11 DOI: 10.1558/CJ.35439
C. Ludwig
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引用次数: 0
VoiceThread 万事皆
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-11-19 DOI: 10.1558/cj.40966
B. Glick
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引用次数: 10
TalkAbroad TalkAbroad
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-11-19 DOI: 10.1558/cj.40822
Daniel Trego
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引用次数: 2
Publishing on CALL Products : Guidelines for Authors and Developers 发布CALL产品:作者和开发人员指南
IF 2 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-09-02 DOI: 10.1558/cj.42243
Oksana Vorobel, Bryan Smith
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引用次数: 0
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