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  • Barbara A. Lafford, Peter A. Lafford, BARBARA A. LAFFORD, PETER A. LAFFORD, JULIE SYKES
  • 2007
Despite the problems presented by lexical errors in second language (L2) communication , most computer assisted language learning (CALL) programs tend to focus on the acquisition of grammar points rather than on the development of the L2 lexicon. In addition, CALL vocabulary tasks are typically limited in scope and mechanical in nature, covering mostly(More)
In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of innovative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This article reviews current trends in the use of mediated(More)
This study systematically examines the strength of the connection between synchronous CMC and pragmatic instruction by measuring the effects of three types of synchronous group discussion (written chat [WC], oral chat [OC], and traditional face-to-face [FF] discussion) on the acquisition of the speech act (refusals of an invitation) in the target language.(More)
This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. We draw on our experiences with Mentira-the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in(More)
Reading from a video display terminal (VDT) was tested at screen refresh rates of 500 Hz and 60 Hz. Reading was initially 8 words/min (3.05%) faster at 500 Hz. A hypothesis that reading rate on VDTs is limited by stimulus availability accounts for the difference. When the eye reaches a new fixation position, it 'parks' until a sample of text appears at the(More)
This paper is a revision of the proposal previously posted informally under the file name jms01v7. Its intention is to resolve some of the problems relating to character sets in SQL that were discussed in earlier papers. It is still incomplete. The other paper previously posted, jms01v6, represented an approach which is now felt to be more complex than(More)
This book is a collective endeavor of exploring the role of technology in interlanguage pragmatics (ILP) research, instruction, and assessment. It starts with an introduction (Chapter 1) and ends with a commentary and a prologue, both of which envision future directions of using technology in the field of ILP. The included studies are divided into two(More)
The use of games as learning activities has likely existed for as long as have formal (or 'serious') approaches to teaching and learning. In the new millennium, it is difficult to avoid what would appear to be hyperbole in regard to digital gaming environments. The strong and growing interest in digital games, coupled with rapid technological advancements,(More)