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Dizon, Gilbert; Gayed, John M. – JALT CALL Journal, 2021
While the use of automated writing evaluation software has received much attention in CALL literature, as Frankenberg-Garcia (2019) notes, empirical research on predictive text and intelligent writing assistants is lacking. Thus, this study addressed this gap in the literature by examining the impact of Grammarly, an intelligent writing assistant…
Descriptors: Foreign Countries, College Students, Writing Evaluation, Computer Software
Derible, Albéric; Wiel, Éric – JALT CALL Journal, 2022
The current study focuses on an e-learning platform called Furago designed to provide language instructors with exercises complementing activities already implemented in their classes. Its objective was to assess the impact the use of Furago could have on the listening skills of first-year Japanese university students. Statistical analyses that…
Descriptors: French, Second Language Learning, Second Language Instruction, Computer Software
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Herbert, John C. – JALT CALL Journal, 2014
Separating text into meaningful language chunks, as with visual-syntactic text formatting, helps readers to process text more easily and language learners to recognize grammar and syntax patterns more quickly. Evidence of this exists in studies on native and non-native English speakers. However, recent studies question the roll of VSTF in certain…
Descriptors: Reading Processes, English (Second Language), Second Language Learning, Second Language Instruction

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