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Vosburg, Donald – CALICO Journal, 2017
The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…
Descriptors: Video Games, Teaching Methods, Educational Technology, Second Language Learning
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Trace, Jonathan; Brown, James Dean; Rodriguez, Julio – CALICO Journal, 2018
This study examines how technology is perceived by different stakeholder groups in The Language Flagship programs. We administered questionnaires to three stakeholder groups: 14 directors, 34 instructors, and 100 learners at a variety of institutions with three goals: (a) to investigate what technologies the directors, instructors, and learners…
Descriptors: Stakeholders, Computer Assisted Instruction, Second Language Instruction, Administrator Attitudes
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Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro – CALICO Journal, 2014
This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…
Descriptors: Mixed Methods Research, Video Games, Technology Uses in Education, Japanese
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Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games