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Barcomb, Mike; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact that a game-informed pronunciation site has on the acquisition of English /r/-/l/. Twenty-three Japanese-speaking English learners completed a series of pronunciation activities directed at improving their phonological awareness and oral production of the /r/-/l/ contrast. The activities included game-informed tasks…
Descriptors: Foreign Countries, Japanese, English (Second Language), Second Language Instruction
Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction
Michael Hofmeyr – Technology in Language Teaching & Learning, 2021
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for additional theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out…
Descriptors: Teaching Methods, Second Language Instruction, Second Language Learning, Persuasive Discourse
Michael Barcomb; Walcir Cardoso – CALICO Journal, 2020
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/…
Descriptors: Management Systems, English (Second Language), Second Language Learning, Second Language Instruction

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