Skip to main content Accessibility help
×
Hostname: page-component-5b777bbd6c-cp4x8 Total loading time: 0 Render date: 2025-06-19T00:11:09.692Z Has data issue: false hasContentIssue false

Part III - Tools

Published online by Cambridge University Press:  15 June 2025

Glenn Stockwell
Affiliation:
Waseda University, Japan
Yijen Wang
Affiliation:
Waseda University, Japan
Get access
Type
Chapter
Information
Publisher: Cambridge University Press
Print publication year: 2025

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Book purchase

Temporarily unavailable

References

References

Adams Becker, S., Brown, M., Dahlstrom, E., Davis, A., DePaul, K., Diaz, V., & Pomerantz, J. (2018). NMC Horizon Report: 2018 Higher Education Edition. EDUCAUSE. https://library.educause.edu/~/media/files/library/2018/8/2018horizonreport.pdfGoogle Scholar
Aguayo, C., Cochrane, T., & Narayan, V. (2017). Key themes in mobile learning: Prospects for learner-generated learning through AR and VR. Australasian Journal of Educational Technology, 33(6), 2740. https://doi.org/10.14742/ajet.3671CrossRefGoogle Scholar
Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153. https://doi.org/10.1016/j.compedu.2020.103893CrossRefGoogle Scholar
Bachmair, B., & Pachler, N. (2015). Framing ubiquitous mobility educationally: Mobile devices and context-aware learning. In Wong, L.-H., Milrad, M. & Specht, M. (Eds.), Seamless learning in the age of mobile connectivity (pp. 5774). Springer.CrossRefGoogle Scholar
Bower, M. (2017). Design of technology-enhanced learning: Integrating research and practice. Emerald Publishing.CrossRefGoogle Scholar
Bower, M., & Jong, M. S.-Y. (2020). Editorial: Immersive virtual reality in education. British Journal of Educational Technology, 51(6), 19811990. https://doi.org/10.1111/bjet.13038CrossRefGoogle Scholar
Burston, J. (2014). MALL: The pedagogical challenges. Computer Assisted Language Learning, 27(4), 344357. https://doi.org/10.1080/09588221.2014.914539CrossRefGoogle Scholar
Churchill, D. (2017). Digital resources for learning. Springer.CrossRefGoogle Scholar
Clandfield, L., & Hadfield, J. (2017). Interaction online: Creative activities for blended learning. Cambridge University Press.CrossRefGoogle Scholar
Cochrane, T., Narayan, V., & Antonczak, L. (2016). A framework for designing collaborative learning environments using mobile AR. Journal of Interactive Learning Research, 27(4), 293316.Google Scholar
Conole, G. (2016). The 7Cs of learning design. In Dalziel, J. (Ed.), Learning design: State of the art of the field (pp. 117145). Routledge.Google Scholar
Cook, J. (2010). Mobile learner generated contexts: Research on the internalization of the world of cultural products. In Bachmair, B. (Ed.), Medienbildung in neuen Kulturräumen: Die deutschsprachige und britische Diskussion (pp. 113125). VS Verlag für Sozialwissenschaften.CrossRefGoogle Scholar
Cooper, T., Shapley, M., & Cole, C. (2020). Mobile phone waste and the circular economy. In Ling, R., Fortunati, L., Goggin, G., Lim, S. S. & Li, Y. (Eds.), The Oxford handbook of mobile communication and society (pp. 601620). Oxford University Press.Google Scholar
Dunleavy, M. (2014). Design principles for augmented reality learning. TechTrends, 58(1), 2834. https://doi.org/10.1007/s11528-013-0717-2CrossRefGoogle Scholar
FitzGerald, E., Adams, A., Ferguson, R., Gaved, M., Mor, Y., & Thomas, R. (2012). Augmented reality and mobile learning: The state of the art. In M. Specht, M. Sharples & J. Multisilta (Eds.), mLearn 2012: Mobile and contextual learning. Proceedings of the 11th International Conference on Mobile and Contextual Learning 2012, Helsinki, Finland, October 16–18, 2012 (pp. 62–69). http://ceur-ws.org/Vol-955/papers/paper_49.pdfGoogle Scholar
Freeman, A., Adams Becker, S., Cummins, M., Davis, A., & Hall Giesinger, C. (2017). NMC/CoSN Horizon Report: 2017 K-12 Edition. The New Media Consortium. https://library.educause.edu/~/media/files/library/2017/11/2017hrk12EN.pdfGoogle Scholar
Garrison, D. R. (2016). E-learning in the 21st century: A community of inquiry framework for research and practice. Routledge.CrossRefGoogle Scholar
Gazzaley, A., & Rosen, L. D. (2016). The distracted mind: Ancient brains in a high-tech world. MIT Press.Google Scholar
Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning & Technology, 20(3), 919. https://doi.org/10125/44475Google Scholar
Godwin-Jones, R. (2017). Smartphones and language learning. Language Learning & Technology, 21(2), 317. https://doi.org/10125/44607Google Scholar
GSMA [Global System for Mobile Communications Association]. (2021). Mobile creating a #BetterFuture. www.gsma.com/betterfuture/mobile-creating-a-betterfutureGoogle Scholar
Herring, M. C., Koehler, M. J., & Mishra, P. (Eds.). (2016). Handbook of technological pedagogical content knowledge (TPACK) for educators (2nd ed.). Routledge.CrossRefGoogle Scholar
Herrington Kidd., S., & Crompton, H. (2016). Augmented learning with augmented reality. In Churchill, D., Lu, J., Chiu, T. K. F., & Fox, B. (Eds.), Mobile learning design: Theories and application (pp. 97108). Springer.CrossRefGoogle Scholar
Kearney, M., Burden, K., & Schuck, S. (2020). Theorising and implementing mobile learning: Using the iPAC framework to inform research and teaching practice. Springer.CrossRefGoogle Scholar
Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective. Research in Learning Technology, 20. https://doi.org/10.3402/rlt.v20i0.14406CrossRefGoogle Scholar
Kukulska-Hulme, A. (2016, Oct.). Personalization of language learning through mobile technologies. Cambridge Papers in ELT. Cambridge University Press. www.cambridge.org/elt/blog/wp-content/uploads/2017/06/CambridgePapersinELT_M-learning_2016_ONLINE.pdfGoogle Scholar
Kukulska-Hulme, A. (2019). Intelligent assistants in language learning: Friends or foes? In Proceedings of World Conference on Mobile and Contextual Learning 2019 (pp. 127–131). www.learntechlib.org/p/210611/Google Scholar
Kukulska-Hulme, A., & Viberg, O. (2018). Mobile collaborative language learning: State of the art. British Journal of Educational Technology, 49(2), 207218. https://doi.org/10.1111/bjet.12580CrossRefGoogle Scholar
Lan, Y.-J. (2020). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning & Technology, 24(1), 115. https://doi.org/10125/44704Google Scholar
Laurillard, D. (2012). Teaching as a design science: Building pedagogical patterns for learning and technology. Routledge.Google Scholar
Lotherington, H. (2018). Mobile language learning: The medium is not the message. L2 Journal, 10(2), 198214. https://doi.org/10.5070/l210235576CrossRefGoogle Scholar
Love, M., & Golloher, A. (2021). Designing for students in the margins online: Applications of UDL in 2021 and beyond. In Ferdig, R. E. & Pytash, K. E. (Eds.), What teacher educators should have learned from 2020 (pp. 6977). AACE. www.learntechlib.org/p/219088/Google Scholar
Magana, S. (2017). Disruptive classroom technologies: A framework for innovation in education. Corwin.Google Scholar
Mahdi, H. S. (2018). Effectiveness of mobile devices on vocabulary learning: A meta-analysis. Journal of Educational Computing Research, 56(1), 134154. https://doi.org/10.1177/0735633117698826CrossRefGoogle Scholar
Milrad, M., Wong, L.-H., Sharples, M., Hwang, G.-J., Looi, C.-K., & Ogata, H. (2013). Seamless learning: An international perspective on next-generation technology-enhanced learning. In Berge, Z. L. & Muilenburg, L. Y. (Eds.), Handbook of mobile learning (pp. 95108). Routledge.Google Scholar
Orr, A. C., & Conley, J. F. (2014). Mobile technology and differentiated learning: Meeting the needs of students with significant disabilities. In McConatha, D., Penny, C., Schugar, J. & Bolton, D. (Eds.), Mobile pedagogy and perspectives on teaching and learning (pp. 150164). Information Science Reference.CrossRefGoogle Scholar
Palalas, A. (2013). Blended mobile learning: Expanding learning spaces with mobile technologies. In Tsinakos, A. & Ally, M. (Eds.), Global mobile learning implementations and trends (pp. 86104). China Central Radio & TV University Press.Google Scholar
Parmaxi, A., & Demetriou, A. A. (2020). Augmented reality in language learning: A state-of-the-art review of 2014–2019. Journal of Computer Assisted Learning, 36(6), 861875. https://doi.org/10.1111/jcal.12486CrossRefGoogle Scholar
Pegrum, M. (2014). Mobile learning: Languages, literacies and cultures. Palgrave Macmillan.CrossRefGoogle Scholar
Pegrum, M. (2019a). Mobile AR trails and games for authentic language learning. In Zhang, Y. & Cristol, D. (Eds.), Handbook of mobile teaching and learning (2nd ed.). Springer.Google Scholar
Pegrum, M. (2019b). Mobile lenses on learning: Languages and literacies on the move. Springer.CrossRefGoogle Scholar
Pegrum, M. (2021). Augmented reality learning: Education in real-world contexts. In Beaven, T. & Rosell-Aguilar, F. (Eds.), Innovative language pedagogy report. Research-publishing.net. https://doi.org/10.14705/rpnet.2021.50.1245Google Scholar
Pegrum, M., Hockly, N., & Dudeney, G. (2022). Digital literacies (2nd ed.). Routledge.CrossRefGoogle Scholar
Perelmutter, B., McGregor, K. K., & Gordon, K. R. (2017). Assistive technology interventions for adolescents and adults with learning disabilities: An evidence-based systematic review and meta-analysis. Computers & Education, 114, 139163. https://doi.org/10.1016/j.compedu.2017.06.005CrossRefGoogle ScholarPubMed
Puentedura, R. (2011, December 8). A brief introduction to TPCK and SAMR. Freeport workshop slides. Ruben R. Puentedura’s weblog. www.hippasus.com/rrpweblog/archives/2011/12/08/BriefIntroTPCKSAMR.pdfGoogle Scholar
Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18, 15331543. https://doi.org/10.1007/s00779-013-0747-yCrossRefGoogle Scholar
Read, T., Bárcena, E., & Kukulska-Hulme, A. (2016). Mobile and massive language learning. In Martín-Monje, E., Elorza, I., & García Riaza, B. (Eds.), Technology-enhanced language learning for specialized domains: Practical applications and mobility (pp. 151161). Routledge.Google Scholar
Reinders, H., & Pegrum, M. (2017). Supporting language learning on the move: An evaluative framework for mobile language learning resources. In Tomlinson, B. (Ed.), SLA research and materials development for language learning (pp. 219231). Routledge.Google Scholar
Sharples, M. (2015). Seamless learning despite context. In Wong, L.-H., Milrad, M., & Specht, M. (Eds.), Seamless learning in the age of mobile connectivity (pp. 4155). Springer.CrossRefGoogle Scholar
Stark, L. (2020). Women, empowerment, and mobile phones in the developing world. In Ling, R., Fortunati, L., Goggin, G., Lim, S. S., & Li, Y. (Eds.), The Oxford handbook of mobile communication and society (pp. 529543). Oxford University Press.Google Scholar
Traxler, J. (2017). Learning with mobiles in developing countries: Technology, language, and literacy. International Journal of Mobile and Blended Learning, 9(2), 115. https://doi.org/10.4018/IJMBL.2017040101CrossRefGoogle Scholar
Traxler, J. (2020). Learning with mobiles or “mobile learning.” In Ling, R., Fortunati, L., Goggin, G., Lim, S. S., & Li, Y. (Eds.), The Oxford handbook of mobile communication and society (pp. 257275). Oxford University Press.Google Scholar
Traxler, J., & Kukulska-Hulme, A. (2016). Conclusion: Contextual challenges for the next generation. In Traxler, J. & Kukulska-Hulme, A. (Eds.), Mobile learning: The next generation (pp. 208226). Routledge.Google Scholar
Traxler, J., Scott, H., Smith, M., & Hayes, S. (2020, Nov.). Learning through the crisis: Helping decision-makers around the world use digital technology to combat the educational challenges produced by the current COVID-19 pandemic. EdTech Hub. https://docs.edtechhub.org/lib/5DWI862YGoogle Scholar
UNESCO. (2018). A lifeline to learning: Leveraging technology to support education for refugees. https://unesdoc.unesco.org/ark:/48223/pf0000261278CrossRefGoogle Scholar
Véliz, C. (2020). Privacy is power: Why and how you should take back control of your data. Bantam Press.Google Scholar
Vertovec, S. (2006). The emergence of super-diversity in Britain. Centre on Migration, Policy and Society Working Paper No. 25, University of Oxford. www.compas.ox.ac.uk/2006/wp-2006-025-vertovec_super-diversity_britainGoogle Scholar
Vorderer, P., & Klimmt, C. (2020). The mobile user’s mindset in a permanently online, permanently connected society. In Ling, R., Fortunati, L., Goggin, G., Lim, S. S., & Li, Y. (Eds.), The Oxford handbook of mobile communication and society (pp. 5467). Oxford University Press.Google Scholar
West, M., & Chew, H. E. (2014). Reading in the mobile era: A study of mobile reading in developing countries. UNESCO. https://unesdoc.unesco.org/ark:/48223/pf0000227436Google Scholar
Wong, L.-H., & Looi, C.-K. (2019). Tracing the decade-long trajectory of implementation research in mobile- and social media-assisted seamless learning in Singapore. In Proceedings of World Conference on Mobile and Contextual Learning 2019 (pp. 141–148). www.learntechlib.org/p/210613Google Scholar
Wu, B., Yu., X., & Gu, X. (2020). Effectiveness of immersive virtual reality using head-mounted displays on learning performance: A meta-analysis. British Journal of Educational Technology, 51(6), 19912005. https://doi.org/10.1111/bjet.13023CrossRefGoogle Scholar

Further Reading

Drawing on many years of research into mobile learning, this book presents the latest version of the iPAC theoretical framework, which highlights the dimensions of personalization, collaboration, and authenticity in mobile learning.

This book offers a broad survey of the mobile learning landscape, from the Global North to the Global South, and provides extensive illustrations of each of the levels of the 3 Mobilities theoretical framework.

This chapter explores the distinction between mobile learning, which is an extension of e-learning involving mobile devices and mobile learners, and learning with mobiles, which involves a consideration of the changing nature of learning in an increasingly mobile era.

This edited collection of chapters focuses on innovative projects in context-aware mobile learning, presented here as the emerging generation of mobile learning.

Kearney, M., Burden, K., & Schuck, S. (2020). Theorising and implementing mobile learning: Using the iPAC framework to inform research and teaching practice. Springer.CrossRefGoogle Scholar
Pegrum, M. (2019). Mobile lenses on learning: Languages and literacies on the move. Springer.CrossRefGoogle Scholar
Traxler, J. (2020). Learning with mobiles or “mobile learning.” In Ling, R., Fortunati, L., Goggin, G., Lim, S. S., & Li, Y. (Eds.), The Oxford handbook of mobile communication and society (pp. 257275). Oxford University Press.Google Scholar
Traxler, J., & Kukulska-Hulme, A. (Eds.). (2016). Mobile learning: The next generation. Routledge.Google Scholar

References

Blume, C. (2019). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33(1–2), 109132. https://doi.org/10.1080/09588221.2018.1552599CrossRefGoogle Scholar
Butler, Y. G., Someya, Y., & Fukuhara, E. (2014). Online games for young learners’ foreign language learning. ELT Journal, 68(3), 265275. https://doi.org/10.1093/elt/ccu008CrossRefGoogle Scholar
Chee, Y. S., Mehrotra, S., & Ong, J. C. (2014). Facilitating dialog in the game-based learning classroom: Teacher challenges reconstructing professional identity. Digital Culture & Education, 6(4), 298316.Google Scholar
Cheung, A. (1985). Computer-based adventure games and TESL: A preliminary enquiry. ReCALL: Computers in English Language Education and Research, 1, 24.Google Scholar
Cheung, A. (1986). Computer-based adventure games and TESL. A second enquiry. ReCALL: Computers in English Language Education and Research, 2, 34.Google Scholar
Cheung, A., & Harrison, C. (1992). Microcomputer adventure games and second language acquisition: A study of Hong Kong tertiary students. In Pennington, M. C. & Stevens, V. (Eds.), Computers in applied linguistics: An international perspective (pp. 155178). Multilingual Matters.Google Scholar
Coleman, D. W. (2002). On foot in SIMCITY: Using SIMCOPTER as the basis for an ESL writing assignment. Simulation & Gaming, 33(2), 217230.CrossRefGoogle Scholar
Cook, G. (1997). Language play, language learning. ELT Journal, 51(3), 224231.CrossRefGoogle Scholar
Cope, B., & Kalantzis, M. (Eds.) (2015). A pedagogy of multiliteracies: Learning by design. Palgrave Macmillan. https://doi.org/10.1057/9781137539724CrossRefGoogle Scholar
Cornillie, F. (2022). Digital games and technology-mediated gameful environments for L2 learning and instruction. In Ziegler, N. & González-Lloret, M. (Eds.), Routledge handbook of second language acquisition and technology (pp. 272285). Routledge. https://doi.org/10.4324/9781351117586CrossRefGoogle Scholar
Cornillie, F., & Desmet, P. (2016). Mini-games for language learning. In Farr, F. & Murray, L. (Eds.), The Routledge handbook of language learning and technology (pp. 431445). Routledge.Google Scholar
Cornillie, F., Thorne, S. L., & Desmet, P. (2012). Digital games for language learning: From hype to insight? ReCALL, 24(3), 243256. https://doi.org/10.1017/S0958344012000134CrossRefGoogle Scholar
Cornillie, F., Buendgens-Kosten, J., Sauro, S., & Van der Veken, J. (2021). “There’s always an option”: Collaborative writing of multilingual interactive fanfiction in a foreign language class. CALICO Journal, 38(1), 1742. https://doi.org/10.1558/cj.41119CrossRefGoogle Scholar
Crookall, D. (1995). A guide to the literature on simulation/gaming. In Crookall, D. & Arai, K. (Eds.), Simulation and gaming across disciplines and cultures: ISAGA at a watershed (pp. 151177). Sage.Google Scholar
Crookall, D., & Oxford, R. L. (1990). Simulation, gaming and language learning. Newbury House.Google Scholar
Davis, K., & Hollowell, J. (1977). Inventing and playing games in the English classroom: A handbook for teachers. National Council of Teachers of English.Google Scholar
deHaan, J. (2019). Teaching language and literacy with games: What? How? Why? Ludic Language Pedagogy, 1, 157.CrossRefGoogle Scholar
deHaan, J. (2020a). Game-based language teaching is vaporware (Part 1 of 2): Examination of research reports. Ludic Language Pedagogy, 2, 115139.CrossRefGoogle Scholar
deHaan, J. (2020b). Game-based language teaching is vaporware (Part 2 of 2): It’ s time to ship or shut down. Ludic Language Pedagogy, 2, 140161.CrossRefGoogle Scholar
deHaan, J. (2020c). Snakes and ladders: Analyze and remix a classic. In Nurmukhamedov, U. & Sadler, R. (Eds.), New ways in teaching with games (pp. 8082). TESOL Press.Google Scholar
deHaan, J. (2020d). “Game Terakoya class 1” walkthrough: Directing students’ post-game discussions, academic work and participatory work through goals, curriculum, materials and interactions. Ludic Language Pedagogy, 2, 4169.CrossRefGoogle Scholar
Dewey, J. (1938). Experience and education. Macmillan.Google Scholar
Dillenbourg, P. (2013). Design for classroom orchestration. Computers & Education, 69, 485492. https://doi.org/10.1016/j.compedu.2013.04.013CrossRefGoogle Scholar
Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 125. http://hdl.handle.net/10125/73464Google Scholar
Dorry, G. (1966). Games for second language learning. McGraw Hill.Google Scholar
Dressman, M., & Sadler, R. W. (Eds.). (2019). The handbook of informal language learning. Wiley-Blackwell. https://doi.org/10.1002/9781119472384CrossRefGoogle Scholar
Dubreil, S., & Thorne, S. L. (2017). Introduction: Social pedagogies and entwining language with the world. In Dubreil, S. & Thorne, S. L. (Eds.), Engaging the world: Social pedagogies and language learning (pp. 111). Cengage.Google Scholar
González-Lloret, M., Diez Ortega, M., & Payne, S. (2020). Gaming alone or together? L2 beginner-level gaming practices. Perspectiva, 38(2), 121. https://doi.org/10.5007/2175-795x.2020.e67573CrossRefGoogle Scholar
Hanghøj, T., & Brund, C. (2010). Teacher roles and positionings in relation to educational games. In Meyer, B. (Ed.), Proceedings of the 4th European Conference of Games Based Learning (pp. 116122). Academic Conferences, Ltd.Google Scholar
Hattie, J. (2012). Visible learning for teachers: Maximizing impact on learning. Routledge.CrossRefGoogle Scholar
Holden, C. L., & Sykes, J. M. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-Based Learning, 1(2), 118. https://doi.org/10.4018/ijgbl.2011040101CrossRefGoogle Scholar
Hubbard, P. (1991). Evaluating computer games for language learning. Simulation & Gaming, 22(2), 220223.CrossRefGoogle Scholar
Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping review of research on digital game-based language learning. Computers and Education, 126, 89104. https://doi.org/10.1016/j.compedu.2018.07.001CrossRefGoogle Scholar
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.Google Scholar
Larsen-Freeman, D. (2003). Teaching language: From grammar to grammaring. Thomson/Heinle.Google Scholar
Lee, W. R. (1979). Language teaching games and contests (2nd ed.). Oxford University Press.Google Scholar
Levy, M. (1997). Computer-assisted language learning: Context and conceptualization. Clarendon Press.CrossRefGoogle Scholar
Lieberoth, A., & Hanghøj, T. (2017). Developing professional “game teacher” repertoires: Describing participants and measuring effects in a Danish college course on game based learning. Paper presented at the European Conference of Game Based Learning (ECGBL), October 5–6, 2017, Graz, Austria.Google Scholar
Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: A Duolingo case study. ReCALL, 31(3), 293311. https://doi.org/10.1017/S0958344019000065CrossRefGoogle Scholar
Long, M. H. (2009). Methodological principles in language teaching. In Long, M. H. & Doughty, C. J. (Eds.), Handbook of language teaching (pp. 373–94). Blackwell.CrossRefGoogle Scholar
Matthews, R., & Liu, C. H. (2012). Play and its role in learning. In Seel, N. (Ed.), Encyclopedia of the sciences of learning (pp. 26472650). Springer.CrossRefGoogle Scholar
Meskill, C. (1990). Where in the world of English is Carmen Sandiego? Simulation & Gaming, 21(4), 457460. https://doi.org/10.1177/104687819002100410CrossRefGoogle Scholar
Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL. Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4), 311328.CrossRefGoogle Scholar
Molin, G. (2017). The role of the teacher in game-based learning: A review and outlook. Serious Games and Edutainment Applications, 2, 649674. https://doi.org/10.1007/978-3-319-51645-5_28CrossRefGoogle Scholar
Müller, A., Son, J.-B., Nozawa, K., & Dashtestani, R. (2017). Learning English idioms with a web-based educational game. Journal of Educational Computing Research, 56(6), 073563311772929. https://doi.org/10.1177/0735633117729292Google Scholar
Nurmukhamedov, U., & Sadler, R. W. (2020). New ways in teaching with games. TESOL Press.Google Scholar
OECD. (2021). OECD Skills Outlook 2021. Learning for life. OECD Publishing. https://doi.org/10.1787/0ae365b4-enGoogle Scholar
Petersen, L. N. (2022). Mediatized fan play: Moods, modes and dark play in networked communities. Routledge. https://doi.org/10.4324/9781351001847.CrossRefGoogle Scholar
Phillips, M. K. (1987). Potential paradigms and possible problems for CALL. System, 15(3), 275287. https://doi.org/10.1016/0346-251X(87)90002-9CrossRefGoogle Scholar
Poole, F., & Clarke-Midura, J. (2020). A systematic review of digital games in second language learning studies. International Journal of Game-Based Learning, 10(3), 115. https://doi.org/10.4018/IJGBL.2020070101CrossRefGoogle Scholar
Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441455. https://doi.org/10.1080/09588220802447859CrossRefGoogle Scholar
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice. Palgrave Macmillan.CrossRefGoogle Scholar
Reinhardt, J., & Thorne, S. L. (2016). Metaphors for digital games and language learning. In Farr, F. & Murray, L. (Eds.), The Routledge handbook of language learning and technology (pp. 415430). Routledge.Google Scholar
Rinvolucri, M. (1984). Grammar games: Cognitive, affective, and drama activities for EFL students. Cambridge University Press.Google Scholar
Rixon, S. (1981). How to use games in language teaching. Modern English Publications.Google Scholar
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.Google Scholar
Sauro, S., & Zourou, K. (2019). What are the digital wilds? Language Learning & Technology, 23(1), 17. https://doi.org/10125/44666Google Scholar
Sauro, S., Buendgens-Kosten, J., & Cornillie, F. (2020). Storytelling for the foreign language classroom. Foreign Language Annals, 53(2), 329337. https://doi.org/10.1111/flan.12467CrossRefGoogle Scholar
Susser, B. (1979). The noisy way: Teaching English with games. JALT Journal, 1, 5770.Google Scholar
Suits, B. (1978). The grasshopper: Games, life and utopia. University of Toronto Press.CrossRefGoogle Scholar
Sykes, J. M. (2014). TBLT and synthetic immersive environments. What can in-game task restarts tell us about design and implementation? In González-Lloret, M. & Ortega, L. (Eds.), Technology-mediated TBLT: Researching technology and tasks (pp. 149182). John Benjamins. https://doi.org/10.1075/tblt.6.06sykCrossRefGoogle Scholar
Sykes, J. M., & Reinhardt, J. (2013). Language at play: Digital games in second and foreign language teaching and learning. Pearson.Google Scholar
Thanyawatpokin, B., & York, J. (2021). Issues in the current state of teaching languages with games. In Peterson, M., Yamazaki, K., & Thomas, M. (Eds.), Digital Games and Language Learning (pp. 239256). Bloomsbury. https://doi.org/10.5040/9781350133037.ch-011Google Scholar
Thomas, M. (2012). Contextualizing digital game-based language learning: Transformational paradigm shift or business as usual? In Reinders, H. (Ed.), Digital games in language learning and teaching (pp. 1131). Palgrave Macmillan. https://doi.org/10.1057/9781137005267_2CrossRefGoogle Scholar
Thorne, S. L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In Magnan, S. S. (Ed.), Mediating discourse online (pp. 305327). John Benjamins.CrossRefGoogle Scholar
Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24(3), 279301. https://doi.org/10.1017/S0958344012000158CrossRefGoogle Scholar
Van den Branden, K. (2016). The role of teachers in task-based language education. Annual Review of Applied Linguistics, 36(2016), 164181. https://doi.org/10.1017/S0267190515000070CrossRefGoogle Scholar
Warner, C., Richardson, D., & Lange, K. (2019). Realizing multiple literacies through game-enhanced pedagogies: Designing learning across discourse levels. Journal of Gaming and Virtual Worlds, 11(1), 928. https://doi.org/10.1386/jgvw.11.1.9_1CrossRefGoogle Scholar
Willis, D., & Willis, J. (2007). Doing task-based teaching. Oxford University Press.Google Scholar
Willis, J. (1996). A framework for task-based learning. Longman.Google Scholar
Yip, F., & Kwan, A. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233249. https://doi.org/10.1080/09523980600641445CrossRefGoogle Scholar
York, J. (2019). “Kotoba Rollers” walkthrough: Board games, TBLT, and player progression in a university EFL classroom. Ludic Language Pedagogy, 1, 58115. https://doi.org/10.55853/llp_v1Wt1CrossRefGoogle Scholar
York, J. (2020). Pedagogical considerations for teaching with games: Improving oral proficiency with self-transcription, task repetition, and online video analysis. Ludic Language Pedagogy, 2, 225255. https://doi.org/10.55853/llp_v2Art4CrossRefGoogle Scholar
York, J., Poole, F. J., & DeHaan, J. W. (2021). Playing a new game: An argument for a teacher-focused field around games and play in language education. Foreign Language Annals, 54(4), 11641188. https://doi.org/10.1111/flan.12585CrossRefGoogle Scholar

Further Reading

This recent volume targets language teachers and features over eighty lesson plans based on games, the majority of which fall into the parlour or folk game categories rather than digital games. Therefore, like other teacher-oriented works published in the 1980s and before (see “historical perspectives”), this book is an excellent fit for teaching in low-tech contexts.

This short book addresses “language teaching professionals” – teachers, but also researchers and game designers. It offers strategies, scenarios, and other inspiration for implementing digital games in teaching contexts on the basis of theories of SLA and games, as well as pedagogy and game design.

This position paper on ludic language pedagogy explores the question of why teachers have been neglected in the literature on (digital) games for language learning, argues why teachers are needed, and demonstrates what teaching with games in real contexts looks like.

Nurmukhamedov, U., & Sadler, R. (Eds.). (2020). New ways in teaching with games. TESOL Press.Google Scholar
Sykes, J. M., & Reinhardt, J. (2013). Language at play: Digital games in second and foreign language teaching and learning. Pearson.Google Scholar
York, J., Poole, F. J., & DeHaan, J. W. (2021). Playing a new game: An argument for a teacher focused field around games and play in language education. Foreign Language Annals, 54(4), 11641188. https://doi.org/10.1111/flan.12585CrossRefGoogle Scholar

References

Anderson, T., & Dron, J. (2011). Three generations of distance education pedagogy. International Review of Research in Open and Distance Learning, 12(3), 8097. https://doi.org/10.19173/irrodl.v12i3.890CrossRefGoogle Scholar
Appel, C., & Pujolà, J.-T. (2021). Designing speaking interaction in LMOOCs: An eTandem approach. ReCALL, 33(2), 161176. https://doi.org/10.1017/S0958344021000045CrossRefGoogle Scholar
Bartalesi-Graf, D., Agonács, N., Matos, J. F., & O’Steen, D. (2022). Insight into learners’ experience in LMOOCs. Computer Assisted Language Learning. Advance online publication. https://doi.org/10.1080/09588221.2022.2082484.Google Scholar
Bates, T. (2020). MOOCs and online degrees continue to grow worldwide. www.tonybates.ca/2020/09/08/moocs-and-online-degrees-continue-to-grow-worldwideGoogle Scholar
Bayne, S., & Ross, J. (2014). The pedagogy of the massive open online courses: The UK view. York. www.advance-he.ac.uk/knowledge-hub/pedagogy-massive-open-online-course-mooc-uk-viewGoogle Scholar
Beaven, A. (2013). Using MOOCs in an academic English course at university level. In Beaven, A., Comas-Quinn, A., & Sawhill, B. (Eds.), Case studies of openness in the language classroom (pp. 217227). Research-publishing.net. https://doi.org/10.14705/rpnet.2013.9781908416100Google Scholar
Beaven, T., Codreanu, T., & Creuzé, A. (2014). Motivation in a language MOOC: Issues for course designers. In Martín-Monje, E., & Bárcena, E. (Eds.), Language MOOCS: Providing learning, transcending boundaries. (pp. 4866). Walter de Gruyter GmbH and Co KG. https://doi.org/10.2478/9783110420067.4CrossRefGoogle Scholar
Beaven, T., Comas-Quinn, A., Hauck, M., de los Arcos, B., & Lewis, T. (2013). The Open Translation MOOC: Creating online communities to transcend linguistic barriers. Journal of Interactive Media in Education, 2013(3). http://doi.org/10.5334/2013-18CrossRefGoogle Scholar
Blackmon, S. (2018). MOOC makers: Professors’ experiences with developing and delivering MOOCs. The International Review of Research in Open and Distance Learning, 19(4). https://doi.org/10.19173/irrodl.v19i4.3718CrossRefGoogle Scholar
Chen, Y. (2014). Investigating MOOCs through blog mining. The International Review of Research in Open and Distance Learning, 15(2). https://doi.org/10.19173/irrodl.v15i2.1695CrossRefGoogle Scholar
Chew, S. Y., & Ng, L. L. (2021). Interpersonal interactions and language learning: Face-to-face vs. computer-mediated communication. Palgrave Macmillan. www.palgrave.com/gp/book/9783030674243CrossRefGoogle Scholar
Chong, S. W., Khan, M. A., & Reinders, H. (2022). A critical review of design features of LMOOCs. Computer Assisted Language Learning, 37(3), 389409. https://doi.org/10.1080/09588221.2022.2038632CrossRefGoogle Scholar
Class Central. (2024). Language learning courses. www.classcentral.com/subject/language-learningGoogle Scholar
Conde Gafaro, B. (2019). Repurposing MOOCs for self-regulated language learning in an English for academic purposes course. In Comas-Quinn, A., Beaven, A., & Sawhill, B. (Eds.), New case studies of openness in and beyond the language classroom (pp. 115128). Research-publishing.net. https://doi.org/10.14705/rpnet.2019.37.970CrossRefGoogle Scholar
Kop, R., & Bouchard, P. (2011). The role of adult educators in the age of social media. In Thomas, M. (Ed.), Digital education: Opportunities for social collaboration (pp. 6180). Palgrave Macmillan. https://doi.org/10.1057/9780230118003_4CrossRefGoogle Scholar
de Freitas, S., Mogran, J., & Gibson, D. (2015). Will MOOCs transform learning and teaching in higher education? Engagement and course retention in online learning provision. British Journal of Educational Technology, 46(3), 455471. https://doi.org/10.1111/bjet.12268CrossRefGoogle Scholar
de Waard, I., & Demeulenaere, K. (2017). The MOOC-CLIL project: Using MOOCs to increase language, and social and online learning skills for 5th grade K-12 students. In Kan, Q., & Bax, S. (Eds.), Beyond the language classroom: Researching MOOCs and other innovations (pp. 2942). Research-publishing.net. https://doi.org/10.14705/rpnet.2017.mooc2016.669CrossRefGoogle Scholar
Fang, J., Tang, L., Yang, J., & Peng, M. (2019). Social interaction in MOOCs: The mediating effects of immersive experience and psychological needs satisfaction. Telematics and Informatics, 39, 7591. https://doi.org/10.1016/j.tele.2019.01.006CrossRefGoogle Scholar
Ferguson, R., & Sharples, M. (2014). Innovative pedagogy at massive scale: Teaching and learning in MOOCs. EC-TEL 2014: Open Learning and Teaching in Educational Communities, pp. 98111. Springer. https://doi.org/10.1007/978-3-319-11200-8_8CrossRefGoogle Scholar
Fuchs, C. (2020). Cultural and contextual affordances in language MOOCs: Student perspectives. International Journal of Online Pedagogy and Course Design (IJOPCD), 10(2), 4860. https://doi.org/10.4018/IJOPCD.2020040104CrossRefGoogle Scholar
Goel, P., Raj, S., Garg, A., Singh, S., & Gupta, S. (2023). Peeping in the minds of MOOCs instructors: Using fuzzy approach to understand the motivational factors. Online Information Review, 47(1), 2040. https://doi.org/10.1108/OIR-04-2021-0205CrossRefGoogle Scholar
Gregori, E. B., Zhang, J., Galván-Fernández, C., & de Asís Fernández-Navarro, F. (2018). Learner support in MOOCs: Identifying variables linked to completion. Computers and Education, 122, 153168. https://doi.org/10.1016/j.compedu.2018.03.014CrossRefGoogle Scholar
Helm, F. (2013). A dialogic model for telecollaboration. Bellaterre Journal of Teaching and Learning Language and Literature, 6(2), 2248. https://doi.org/10.5565/rev/jtl3.522Google Scholar
Hew, K. F. (2018). Unpacking the strategies of ten highly rated MOOCs: Implications for engaging students in large online courses. Teachers College Record, 120(1), 140. https://doi.org/10.1177/016146811812000107CrossRefGoogle Scholar
Jansen, D., & Schuwer, R. (2015). Institutional MOOC strategies in Europe: Status report based on a mapping survey conducted in October–December 2014. EADTU, February 2015. https://eadtu.eu/documents/Publications/OEenM/Institutional_MOOC_strategies_in_Europe.pdfGoogle Scholar
Jitpaisarnwattana, N., Reinders, H., & Darasawang, P. (2021). Learners’ perspectives on interaction in a language MOOC. The JALT CALL Journal, 17(2), 158182. https://doi.org/10.29140/jaltcall.v17n2.472CrossRefGoogle Scholar
Kizilcec, R. F., Pérez-Sanagustín, M., & Maldonado, J. J. (2017). Self-regulated learning strategies predict learner behavior and goal attainment in massive open online courses. Computers and Education, 104, 1833. http://dx.doi.org/10.1016/j.compedu.2016.10.001CrossRefGoogle Scholar
Knox, J. (2015). Massive open online courses (MOOCs). In Peters, M. (Ed.), Encyclopaedia of educational philosophy and theory (pp. 17). Springer. https://doi.org/10.1007/978-981-287-532-7_219-1Google Scholar
Kozan, K. (2016). The incremental predictive validity of teaching, cognitive and social presence on cognitive load. The Internet and Higher Education, 31, 1119. https://doi.org/10.1016/j.iheduc.2016.05.003CrossRefGoogle Scholar
Liyanagunawardena, T. R., Adams, A. A., & Williams, S. A. (2013). MOOCs: A systematic study of the published literature 2008–2012. International Review of Research in Open and Distributed Learning, 14(3), 202227. www.irrodl.org/index.php/irrodl/article/view/1455/2531CrossRefGoogle Scholar
Mac Lochlainn, C., Nic Giolla Mhichíl, M., & Beirne, E. (2021). Clicking, but connecting? L2 learning engagement on an ab initio Irish language LMOOC. ReCALL 33(2), 111127. https://doi.org/10.1017/S0958344021000100CrossRefGoogle Scholar
Mac Lochlainn, C., Nic Giolla Mhichíl, M., Beirne, E., & Brown, M. (2020). The soul behind the screen: Understanding cultural enrichment as a motivation of informal MOOC learning. Distance Education, 41(2), 201215. https://doi.org/10.1080/01587919.2020.1757408CrossRefGoogle Scholar
Maravelaki, S., & Panagiotidis, P. (2022). Α digital storytelling MOOC for foreign language learning with a focus on L2 speaking and writing. In Edulearn22 Proceedings (pp. 34023411). IATED.CrossRefGoogle Scholar
Martín-Monje, E., & Bárcena, E. (2014). (Eds). Language MOOCs: Providing learning, transcending boundaries. de Gruyter. https://doi.org/10.2478/9783110420067CrossRefGoogle Scholar
Milligan, C., Littlejohn, A., & Hood, N. (2016). Learning in MOOCs: A comparison study. In Khalil, M.., Ebner, M., Kopp, M., Lorenz, A., & Kalz, M. (Eds.), Proceedings of the 4th European MOOCs Stakeholder Summit on experiences and best practices in and around MOOCs (EMOOCS 2016). (pp. 1526). University of Graz https://graz.elsevierpure.com/en/publications/proceedings-of-the-european-stakeholder-summit-on-experiences-andGoogle Scholar
Mishra, D., Cayzer, S., & Madden, T. (2017). Tutors and gatekeepers in Sustainability MOOC. On the Horizon, 25(1), 4559. https://doi.org/10.1108/OTH-04-2016-0017CrossRefGoogle Scholar
Miyazoe, T., & Anderson, T. (2013). Interaction equivalency in an OER, MOOCs and informal learning era. Journal of Interactive Media in Education, 2013(2), 924. https://doi.org/10.5334/2013-09CrossRefGoogle Scholar
MOOC List. (2024). Languages and literature. www.mooc-list.com/categories/languages-literature.Google Scholar
Onah, Daniel F. O., Sinclair, J., & Boyatt, R. (2014). Exploring the use of MOOC discussion forums. In Proceedings of London International Conference on Education (pp. 14). LICE. http://wrap.warwick.ac.uk/65549Google Scholar
Orsini-Jones, M., & Zou, B. (2020). Chinese English teachers’ perspectives on “hMOOC flipped blends”: Project BMELTE (Blending MOOCs into ELT Education). In Zou, B. & Thomas, M. (Eds.), Recent developments in technology-enhanced and computer-assisted language learning (pp. 164183). IGI Global. https://doi.org/10.4018/978-1-7998-1282-1.ch008Google Scholar
Padilla Rodriguez, B. C., & Armellini, C. A. (2020). Why size matters in MOOCs. Researching Education, 1(3). https://doi.org/10.5281/zenodo.4283414Google Scholar
Pavlovskaya, G., & Perkins, M. (2016). Taking a MOOC: Socio-cultural aspects of virtual interaction in a multicultural learning community. Journal of Language and Education, 2(1), 1621 https://doi.org/10.17323/2411-7390-2016-2-1-16-21CrossRefGoogle Scholar
Peters, V. A., & Hewitt, J. (2010). An investigation of student practices in asynchronous computer conferencing courses. Computer and Education, 45(4), 951–61. https://doi.org/10.1016/j.compedu.2009.09.030Google Scholar
Rai, L., Deng, C., Lin, S., & Fan, L. (2023). Massive Open Online Courses and intercultural competence: Analysis of courses fostering soft skills through language learning. Frontiers in Psychology, 14, 1219478. https://doi.org/10.3389/fpsyg.2023.1219478CrossRefGoogle ScholarPubMed
Read, T., Bárcena, E., & Kukulska-Hulme, A. (2016). Mobile and massive language learning. In Martín-Monje, E., Elorza, I., & Riaza, B. G. (Eds.), Technology-enhanced language learning for specialized domains: Practical applications and mobility (pp. 151161). Routledge. https://doi.org/10.4324/9781315651729Google Scholar
Rodriguez, O. (2013). The concept of openness behind c and xMOOCs (massive open online courses). Open Praxis, 5(1), 6773. http://dx.doi.org/10.5944/openpraxis.5.1.42CrossRefGoogle Scholar
Rovai, A. P. (2007). Facilitating online discussion effectively. The Internet and Higher Education, 10(1), 7788. https://doi.org/10.1016/j.iheduc.2006.10.001.CrossRefGoogle Scholar
Shah, D. (2020, August 16). By the numbers: MOOCs during the pandemic. Web log post. www.classcentral.com/report/mooc-stats-pandemicGoogle Scholar
Siemens, G. (2005). Connectivism: A learning theory for the digital age. International Journal of Instructional Technology and Distance Learning, 2(1). www.itdl.org/journal/jan_05/article01.htm19/11/2015Google Scholar
Siemens, G. (2015). The role of MOOCs in the future of education. In Bonk, C. J., Lee, M. M., Reeves, T. C., & Reynolds, T. H. (Eds.), MOOCs and open education around the world (pp. xiiixviii). Routledge. https://doi.org/10.4324/9781315751108.Google Scholar
Sokolik, M. (2016). Academic writing in MOOC environments. In Martín-Monje, E., Elorza, I., & Riaza, B. G. (Eds.), Technology-enhanced language learning for specialized domains: Practical applications and mobility (pp. 165176). Routledge. https://doi.org/10.4324/9781315651729Google Scholar
Stutchbury, K., Ebubedike, M., Amos, S., & Chamberlain, L. (2023). Professional development in the digital age: Supporting improvements in teacher education through MOOCs. Open Learning: The Journal of Open, Distance and e-Learning, 1–24. https://doi.org/10.1080/02680513.2023.2195875CrossRefGoogle Scholar
Tawfik, A., Reeves, T., Stich, A., Gill, A., Hong, C., McDade, J., Pillutla, V. S., Zhou, X., & Giiabbanelli, P. (2017). The nature and level of learner–learner interaction in a chemistry massive open online course (MOOC). Journal of Computing in Higher Education, 29, 411431. https://doi.org/10.1007/s12528-017-9135-3CrossRefGoogle Scholar
Tegos, S., Demetriadis, S., Psathas, G., & Tsiatsos, T. (2020). A configurable agent to advance peers’ productive dialogue in MOOCs. In Følstad, A., Araujo, T., Papadopoulos, S., Law, E. L.-C., Luger, E., Goodwin, M., & Brandtzaeg, P. B. (Eds.), Chatbot research and design. Springer. https://doi.org/10.1007/978-3-030-39540-7_17Google Scholar
Tolu, A., & Evans, L. (2013). From distance education to communities of inquiry: A review of historical developments. In Akyol, Z., & Garrison, D. R. (Eds.), Educational communities of inquiry: Theoretical framework, research and practice (pp. 4562). IGI Global. https://doi.org/10.4018/978-1-4666-2110-7CrossRefGoogle Scholar
Wang, W., Zhao, Y., Wu, Y. J., & Goh, M. (2023). Interaction strategies in online learning: Insights from text analytics on iMOOC. Education and Information Technologies, 28(2), 21452172. https://doi.org/10.1007/s10639-022-11270-7CrossRefGoogle Scholar
Wells, G., & Arauz, R. (2006). Dialogue in the classroom. Journal of the Learning Sciences, 15(3), 379428. https://doi.org/10.1207/s15327809jls1503_3CrossRefGoogle Scholar
Wise, A. F., & Cui, Y. (2018). Learning communities in the crowd: Characteristics of content related interactions and social relationships in MOOC discussion forums. Computers and Education, 122, 221241. https://doi.org/10.1016/j.compedu.2018.03.021CrossRefGoogle Scholar
Wong, B. T. (2021). A survey on the pedagogical features of language massive open online courses. Asian Association of Open Universities Journal, 16(1), 116128. https://doi.org/10.1108/AAOUJ-03-2021-0028CrossRefGoogle Scholar
Zubkov, A. D., & Morozova, M. A. (2018). Language learners communication in MOOCs. In Filchenko, A. & Anikina, Z. (Eds.), Linguistic and cultural studies: Traditions and innovations. LKTI 2017. Advances in Intelligent Systems and Computing, vol 677. Springer. https://doi.org/10.1007/978-3-319-67843-6_22Google Scholar

Further Reading

This book provides an analysis of MOOCs with the aim of highlighting the tension between what MOOCs originally were developed for (opening up access to education) and what they involve in reality today. It considers MOOCs within educational, social, and economic contexts and reflects on whether they address the demands of opening up access to education effectively. Additionally, it offers a critical perspective on how learners, educators, learning, and teaching as well as accreditation are conceptualized in these open and scaled educational settings.

This article reports the findings of a study focusing on the impact of variation in course activities such as videos, articles, discussions, and quizzes in a MOOC on learners’ progress when their geocultural and socioeconomic contexts are considered. The findings suggest that certain types of learning activities (e.g. discussion) facilitate progress for learners in one context (e.g. Anglo-Saxon), while inhibiting progress in another (e.g. South Asia). This article offers new insights into learning activities that can inform more effective learning design for learners from diverse backgrounds and locations.

The authors of this article discuss how MOOCs for refugees and migrants can help them develop the language competences and transverse skills they require in order to improve their level of social inclusion and their chances in the labor market or access higher education in the country in which they find themselves or where they plan to go. The authors also explore how LMOOCs can best be deployed on mobile devices.

Littlejohn, A., & Hood, N. (2018). Reconceptualising learning in the digital age: The [un]democratizing potential of MOOCs. Springer.CrossRefGoogle Scholar
Rizvi, S., Rienties, B., Rogaten, J., & Kizilcec, R. F. (2022). Beyond one-size-fits-all in MOOCs: Variation in learning design and persistence of learners in different cultural and socioeconomic contexts. Computers in Human Behavior, 126, 106973. https://doi.org/10.1016/j.chb.2021.106973CrossRefGoogle Scholar
Read, T., Sedano, B., & Barcena, E. (2021). Inclusive language MOOCs. Journal of Universal Computer Science (JUCS), 27, 437449. https://doi.org/10.3897/jucs.67932CrossRefGoogle Scholar

References

Amaral, L., Meurers, D., & Ziai, R. (2011). Analyzing learner language: Towards a flexible natural language processing architecture for intelligent language tutors. Computer Assisted Language Learning, 24(1), 116. https://doi.org/10.1080/09588221.2010.520674CrossRefGoogle Scholar
Bertin, J.-C., & Gravé, P. (2010). In favor of a model of didactic ergonomics. In Bertin, J.-C., Gravé, P. & Nancy-Combes, J.-P. (Eds.), Second language distance learning and teaching: Theoretical perspectives and didactic ergonomics (pp. 136). IGI Global USA.CrossRefGoogle Scholar
Blin, F. (2016). The theory of affordances. In Caws, C. & Hamel, M.-J. (Eds.), Learner–computer interactions: New insights on CALL theories and applications (pp. 4164). Amsterdam: John Benjamins.CrossRefGoogle Scholar
Blin, F., Caws, C., Hamel, M.-J., Heift, T., Schulze, M., & Smith, B. (2013). Data and elicitation methods in interaction-based research. Proceedings of WorldCALL 2013 (pp. 2128). Glasgow.Google Scholar
Bull, S., & McKay, M. (2004). An open learner model for children and teachers: Inspecting knowledge level of individuals and peers. In Lester, J. C., Vicari, R. M., & Paraguaçu, F. (Eds.), Intelligent tutoring systems (pp. 469478). Springer. https://doi.org/10.1007/978-3-540-30139-4_61Google Scholar
Calabria, T. (2004). An introduction to personas and how to create them. KM Column. www.steptwo.com.au/papers/kmc_personasGoogle Scholar
Caws, C. (2013). Evaluating a web-based video corpus through an analysis of user-interactions. ReCALL Journal, 25(1), 85104.CrossRefGoogle Scholar
Caws, C., & Hamel, M.-J. (2013). From analysis to training: Recycling interaction data into learning. OLBI Working Papers, 5, 2536. https://doi.org/10.18192/olbiwp.v5i0.1116Google Scholar
Caws, C., & Hamel, M.-J. (2016). (Eds). Learner computer interactions: New insights on CALL theories and applications. John Benjamins.CrossRefGoogle Scholar
Chapelle, C. A. (2001). Computer applications in second language acquisition: Foundations for teaching, testing and research. Cambridge University Press.CrossRefGoogle Scholar
Chau, H., Labutov, I., Thaker, K., He, D., & Brusilovsky, P. (2021). Automatic concept extraction for domain and student modeling in adaptive textbooks. International Journal of Artificial Intelligence in Education, 31(4), 820846. https://doi.org/10.1007/s40593-020-00207-1CrossRefGoogle Scholar
Chun, D. M. (2013). Contributions of tracking user behavior to SLA research. CALICO Journal, 30, 256262. https://doi.org/10.1558/cj.v30i0.256-262CrossRefGoogle Scholar
Colpaert, J. (2006). Toward an ontological approach in goal-oriented language courseware design and its implications for technology-independent content structuring. Computer Assisted Language Learning, 19(2), 109. www.informaworld.com/10.1080/09588220600821461CrossRefGoogle Scholar
Conole, G., & Dyke, M. (2004). What are the affordances of information and communication technologies? ALT-J, 12(2), 113124. https://doi.org/10.1080/0968776042000216183CrossRefGoogle Scholar
Cooper, A. (1999). The inmates are running the asylum: Why high-tech products drive us crazy and how to restore the sanity. Macmillan Computer Publishing.CrossRefGoogle Scholar
de Bot, K., Lowie, W., & Verspoor, M. (2007). A dynamic systems theory approach to second language acquisition. Bilingualism: Language and Cognition, 10(1), 721. https://doi.org/10.1017/S1366728906002732CrossRefGoogle Scholar
Desmarais, L., Duquette, D., Renié, D., & Laurier, M. (1997). Evaluating learning and interactions in a multimedia environment. Computer and the Humanities, 31(4), 327349. https://doi.org/10.1023/A:1001062407103CrossRefGoogle Scholar
Dörnyei, Z. (2014). Researching complex dynamic systems: “Retrodictive qualitative modeling” in the language classroom. Language Teaching, 47(1), 8091. https://doi.org/10.1017/S0261444811000516CrossRefGoogle Scholar
Ellis, N. C., & Larsen-Freeman, D. (2006). Language emergence: Implications for applied linguistics – Introduction to the special issue. Applied Linguistics, 27(4), 558589. https://doi.org/10.1093/applin/aml028CrossRefGoogle Scholar
El-Sabagh, H. A. (2021). Adaptive e-learning environment based on learning styles and its impact on development students’ engagement: Revista de Universidad y Sociedad del Conocimiento. International Journal of Educational Technology in Higher Education, 18(1). https://doi.org/10.1186/s41239-021-00289-4CrossRefGoogle Scholar
Engeström, Y. (1987). Learning by expanding: An activity-theoretical approach to developmental research. Orienta-Konsultit Oy.Google Scholar
Felix, U. (2005). What do meta-analyses tell us about CALL effectiveness? ReCALL, 17(2), 269288.CrossRefGoogle Scholar
Fischer, R. (2007). How do we know what students are actually doing? Monitoring students’ behavior in CALL. Computer Assisted Language Learning, 20(5), 409442. https://doi.org/10.1080/09588220701746013CrossRefGoogle Scholar
Fischer, R. (2012). Diversity in learner usage patterns. In Stockwell, G. (Ed.), Computer assisted language learning: Diversity in research and practice (pp. 1432). Cambridge University Press.CrossRefGoogle Scholar
Geertz, C. (2017). The interpretation of cultures (3rd ed.). Basic Books.Google Scholar
Granger, S. (2003). Error-tagged learner corpora and CALL: A promising synergy. CALICO Journal, 20(3), 465480.CrossRefGoogle Scholar
Hamel, M.-J. (2012). Testing aspects of the usability of an online learner dictionary prototype: A product- and process-oriented study. Computer Assisted Language Learning, 25(4), 339365. https://doi.org/10.1080/09588221.2011.591805CrossRefGoogle Scholar
Hamel, M.-J. (2013a). Analyse de l’activité de recherche d’apprenants de langue dans un prototype de dictionnaire en ligne. Revue ALSIC, 16(1). https://doi.org/10.4000/alsic.2613Google Scholar
Hamel, M.-J. (2013b). Questionnaires to inform a usability test conducted on a CALL dictionary prototype. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 3(3), 5676. http://doi.org/10.4018/ijcallt.2013070104CrossRefGoogle Scholar
Hamel, M.-J., & Caws, C. (2010). Usability tests in CALL development: Pilot studies in the context of the Dire autrement and the Francotoile projects. CALICO Journal, 27(3), 491504. https://doi.org/10.11139/cj.27.3.491-504CrossRefGoogle Scholar
Hampel, R., & Hauck, M. (2006). Computer-mediated language learning: Making meaning in multimodal virtual learning spaces. The JALT CALL Journal, 2(2), 318. https://doi.org/10.29140/jaltcall.v2n2.23CrossRefGoogle Scholar
Hauck, M. (2005). Metacognitive knowledge, metacognitive strategies, and CALL. In Egbert, J. L. & Petrie, G. (Eds.), CALL research perspectives (pp. 6586). Lawrence Erlbaum.Google Scholar
Heift, T. (2002). Learner control and error correction in ICALL: Browsers, peekers, and adamants. CALICO Journal, 19(2), 295313. https://doi.org/0.1558/cj.v19i2.295-313CrossRefGoogle Scholar
Heift, T. (2007). Learner personas in CALL. CALICO Journal, 25(1), 110. https://doi.org/10.1558/cj.v25i1.1-10CrossRefGoogle Scholar
Heift, T. (2008). Modeling learner variability in CALL. Computer Assisted Language Learning, 21(4), 305321. https://doi.org/10.1080/09588220802343421CrossRefGoogle Scholar
Heift, T. (2010). Developing an intelligent language tutor. CALICO Journal, 27(3), 443459. https://doi.org/10.11139/cj.27.3.443-459CrossRefGoogle Scholar
Heift, T., & Schulze, M. (2015). Research timeline: Tutorial CALL. Language Teaching, 48(4), 471490. https://doi.org/10.1017/S0261444815000245CrossRefGoogle Scholar
Hémard, D. (2003). Language learning online: Designing towards user acceptability. In Felix, U. (Ed.), Language learning online: Towards best practice (pp. 2142). Swets & Zeitlinger.Google Scholar
Hornbaek, K. (2006). Current practice in measuring usability: Challenges to usability studies and research. International Journal of Human-Computer Studies, 64(2), 79102. https://doi.org/10.1016/j.ijhcs.2005.06.002CrossRefGoogle Scholar
Hubbard, P. (1996). Elements of CALL methodology: Development, evaluation and implementation. In Pennington, M. C. (Ed.), The power of CALL. Athelstan.Google Scholar
Hubbard, P., & Bradin-Siskin, C. (2004). Another look at tutorial CALL. ReCALL, 16(2), 448461. https://doi.org/10.1017/S0958344004001326CrossRefGoogle Scholar
Kaptelinin, V., & Nardi, B. (2012). Affordances in HCI: Toward a mediated action perspective. In Proceedings of the 2012 ACM annual conference on human factors in computing Systems (pp. 967976). ACM. http://dl.acm.org/citation.cfm?id=2208541Google Scholar
Kelsey, S., & St. Amant, K. (Eds). (2008). Handbook of research on computer mediated communication. Information Science Reference.CrossRefGoogle Scholar
Kulik, C. L. C., Kulik, J. A., & Bangert-Drowns, R. L. (1990). Effectiveness of mastery learning programs: A meta-analysis. Review of Educational Research, 60(2), 265299. https://doi.org/10.3102/00346543060002265CrossRefGoogle Scholar
Lafford, B. A. (2009). Toward an ecological CALL: Update to Garrett (1991). The Modern Language Journal, 93(S1), 673696. https://doi.org/10.1111/j.1540-4781.2009.00966.xCrossRefGoogle Scholar
Lantolf, J. P., & Poehner, M. (2014). Sociocultural theory and the pedagogical imperative in L2 education: Vygotskian Praxis and the research/practice divide. Routledge. https://doi.org/10.4324/9780203813850.CrossRefGoogle Scholar
Lantolf, J. P., & Thorne, S. L. (2006). Sociocultural theory and the genesis of second language development. Oxford University Press.Google Scholar
Larsen-Freeman, D. (1997). Chaos/complexity science and second language acquisition. Applied Linguistics, 18(2), 141165. https://doi.org/10.1093/applin/18.2.141CrossRefGoogle Scholar
Larsen-Freeman, D., & Cameron, L. (2008). Complex systems and applied linguistics. Oxford University Press.Google Scholar
Lee, J., & Park, O. (2007). Adaptive instructional systems. In Spector, J. M., Merril, M. D., van Merriënboer, J. J. G., & Driscoll, M. (Eds.), Handbook of research on educational communications and technology (3rd ed., pp. 469484). Routledge.Google Scholar
Levy, M., & Stockwell, G. (2006). CALL dimensions: Options and issues in computer assisted language learning. L. Erbaum Associates.Google Scholar
Lilley, M., Pyper, A., & Attwood, S. (2012). Understanding the student experience through the use of personas. Innovation in Teaching and Learning in Information and Computer Science, 11(1), 413. https://doi.org/10.11120/ital.2012.11010004Google Scholar
Lorenz, E. N. (1993). The essence of chaos. University of Washington Press.CrossRefGoogle Scholar
Mödritscher, F., Gütl, C., García-Barrios, V. M., & Maurer, H. (2004). Why do standards in the field of e-learning not fully support learner-centred aspects of adaptivity? In Proceedings of EDMEDIA 2004 (pp. 20342039). AACE.Google Scholar
Nagata, N. (2009). Robo-Sensei’s NLP-based error detection and feedback generation. CALICO Journal, 26(3), 562579.CrossRefGoogle Scholar
Norman, D. A. (1991). Cognitive artifacts. In Carroll, J. M. (Ed.), Designing interaction: Psychology at the human–computer interface (pp. 1738). Cambridge University Press.Google Scholar
Raby, F. (2005). A user-centered ergonomic approach to CALL research. In Egbert, J. L. & Petrie, G. M. (Eds.), CALL research perspectives (pp. 179190). Lawrence Erlbaum Associates.Google Scholar
Regian, J. W., & Shute, V. J. (2013). Cognitive approaches to automated instruction. Taylor & Francis.CrossRefGoogle Scholar
Rubin, J., & Chisnell, D. E. (2008). Handbook of usability testing: How to plan, design, and conduct effective tests (2nd ed.). Wiley Publishing.Google Scholar
Rubinstein, S. L. (1984). Grundlagen der allgemeinen Psychologie (Übersetzung der Originalausgabe Moskau 1946 von H. Hartmann). Volk und Wissen.Google Scholar
Scholz, K., & Schulze, M. (2017). Digital-gaming trajectories and second-language development. Language Learning & Technology, 21(1), 99119. https://doi.org/10125/44597Google Scholar
Schulze, M. (2008). Modeling SLA processes using NLP. In Chapelle, C. A., Chung, Y.-R., and Xu, J. (Eds.), Towards adaptive CALL: Natural language processing for diagnostic assessment (pp. 149166). Iowa State University.Google Scholar
Schulze, M. (2024). Tutorial CALL: Language practice with the computer. In Hampel, R. & Stickler, U. (Eds.), Bloomsbury handbook of language learning and technologies (pp. 3547). Bloomsbury.Google Scholar
Schulze, M., & Scholz, K. (2016). CALL theory: Complex adaptive systems. In Caws, C. & Hamel, M.-J. (Eds.), Learner-computer interactions: New insights on CALL theories and applications (pp. 6587). John Benjamins.CrossRefGoogle Scholar
Shute, V. J., & Zapata-Rivera, D. (2007). Adaptive technologies. In Spector, J. M., Merril, M. D., van Merriënboer, J. J. G., & Driscoll, M. (Eds.), Handbook of research on educational communications and technology (3rd ed., pp. 277294). Taylor & Francis.Google Scholar
Thorne, S. L. (2005). Epistemology, politics, and ethics in sociocultural theory. Modern Language Journal, 89(iii), 393409.CrossRefGoogle Scholar
Thorne, S. L. (2008). Computer-mediated communication. In Hornberger, N. H. (Ed.), Encyclopedia of language and education (pp. 14151426). Springer. https://doi.org/10.1007/978-0-387-30424-3_108CrossRefGoogle Scholar
Vandewaetere, M., Desmet, P., & Clarebout, G. (2011). The contribution of learner characteristics in the development of computer-based adaptive learning environments. Computers in Human Behavior, 27(1), 118130. https://doi.org/10.1016/j.chb.2010.07.038CrossRefGoogle Scholar
Verillon, P., & Rabardel, P. (1995). Cognition and artifacts: A contribution to the study of thought in relation to instrumented activity. European Journal of Psychology of Education, 10(77). https://doi.org/10.1007/BF03172796CrossRefGoogle Scholar
Verspoor, M., De Bot, K., & Lowie, W. (2011). A dynamic approach to second language development: Methods and techniques. John Benjamins.CrossRefGoogle Scholar
Vygotsky, L. S. (1978). Mind and society: The development of higher mental processes. Harvard University Press.Google Scholar

Further Reading

This co-edited book collects insightful papers centered around the theme of “smart CALL,” which focuses on the adaptation of technologies within language education across three dimensions: personalization, contextualization, and socialization.

This article reviews adaptivity in educational systems for language learning from various aspects related to adaptivity, including adaptive learning environments, adaptive feedback, adaptive assessments, and adaptive content selection.

Colpaert, J., & Stockwell, G. (2022). Smart CALL: Personalization, contextualization, & socialization. Castledown. https://doi.org/10.29140/9781914291012CrossRefGoogle Scholar
Slavuj, V., Meštrović, A., & Kovačić, B. (2017). Adaptivity in educational systems for language learning: A review. Computer Assisted Language Learning, 30(1–2), 6490. https://doi.org/10.1080/09588221.2016.1242502CrossRefGoogle Scholar

References

Agar, M. (1994). Language shock: Understanding the culture of conversation. William Morrow.Google Scholar
Alfadil, M. M. (2017). VR game classroom implementation: Teacher perspectives and student learning outcomes. Unpublished doctoral dissertation. University of Northern Colorado. http://digscholarship.unco.edu/dissertations.Google Scholar
Awada, G., & Diab, H. B. (2018). The effect of Google Earth and wiki models on oral presentation skills of university EFL learners. International Journal of Teaching and Learning in Higher Education, 30(1), 3646. https://files.eric.ed.gov/fulltext/EJ1169829.pdfGoogle Scholar
Berns, A., & Reyes-Sánchez, S. (2021). A review of virtual reality-based language learning apps. Revista Iberoamericana de Educación a Distancia, 24(1), 159177. https://doi.org/10.5944/ried.24.1.27486CrossRefGoogle Scholar
Berns, A., González-Pardo, A., & Camacho, D. (2011). Implementing the use of virtual worlds in the teaching of foreign languages (Level A1). In Czepielewski, S. (2011) (Ed.), Learning a language in virtual worlds: A review of innovation and ICT in language teaching methodology (pp. 3340). Warsaw Academy of Computer Science.Google Scholar
Brown, J. S., Collins, A., & Duguid, S. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 3242. https://doi.org/10.3102/0013189X018001032CrossRefGoogle Scholar
Byram, M. (1997). Teaching and assessing intercultural communicative competence. Multilingual Matters.Google Scholar
Byram, M. (2008). From language education for intercultural citizenship: Essays and reflections. Multilingual Matters.Google Scholar
Byram, M. (2012). Conceptualizing intercultural (communicative) competence and intercultural citizenship. In Jackson, J. (Ed.), Routledge handbook of language and intercultural communication (pp. 8598). Routledge.Google Scholar
Canto, S., & Jauregi Ondarra, K. (2017). Language learning effects through the integration of synchronous socializing network opportunities in language curricula: The case of video communication and Second Life. Language Learning in Higher Education Journal, 7(1), 2153. https://doi.org/10.1515/cercles-2017-0004CrossRefGoogle Scholar
Canto, S., de Graaff, R., & Jauregi, K. (2014). Telecollaborative tasks for negotiation of intercultural meaning in virtual worlds and video-web-communication. In González-Lloret, M., & Ortega, L. (Eds.), Technology-mediated TBLT: Researching technology and tasks (pp. 183212). John Benjamins.CrossRefGoogle Scholar
Chen, C. (2016). EFL learners’ strategy use during task-based interaction in Second Life. Australasian Journal of Educational Technology, 32(3), 117. https://doi.org/10.14742/ajet.2306Google Scholar
Chen, Y., Smith, T. S., York, C. S., & Mayall, H. J. (2020). Google Earth Virtual Reality and expository writing for young English learners from a Funds of Knowledge perspective. Computer Assisted Language Learning, 33(1–2), 125. https://doi.org/10.1080/09588221.2018.1544151CrossRefGoogle Scholar
Costello, P. (1997). Health and safety issues associated with virtual reality: A review of current literature. Advisory Group on Computer Graphics (AGOGG) Technical Reports. www.agocg.ac.uk/reports/virtual/37/37.pdfGoogle Scholar
Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In Spector, J. M., Merrill, M. D., Elen, J., & Bishop, M. J. (Eds.), The handbook of research for educational communications and technology 4th ed. (pp. 723734). Springer.CrossRefGoogle Scholar
Dolgunsöz, E., Yildirim, G., & Yildirim, S. (2018). The effect of virtual reality on EFL writing performance. Journal of Language and Linguistic Studies, 14(1), 278292. https://hdl.handle.net/20.500.12403/1329Google Scholar
Dourda, K., Bratitsis, T., Griva, E., & Papadopoulou, P. (2014). Content and language integrated learning through an online game in primary school: A case study. Electronic Journal of E-Learning, 12(3), 243258. www.ejel.org/issue/download.html?idArticle=285Google Scholar
Ebadi, S., & Ebadijalal, M. (2020). The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 19752000. https://doi.org/10.1080/09588221.2020.1854311CrossRefGoogle Scholar
Ellis, R. (2003). Task-based language learning and teaching. Oxford University Press.Google Scholar
Ellis, R. (2012). Investigating the performance of tasks. In Ellis, R. (Ed.), Language teaching research and language pedagogy (pp. 195235). Wiley Blackwell.CrossRefGoogle Scholar
Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. The International Scientific Conference: eLearning and Software for Education, Bucharest.Google Scholar
Gruber, A., & Kaplan-Rakowski, R. (2020). User experience of public speaking practice in virtual reality. In Zheng, R. Z. (Ed.), Cognitive and affective perspectives on immersive technology in education (pp. 235249). IGI Global. https://doi.org/10.4018/978-1-7998-3250-8.ch012CrossRefGoogle Scholar
Henderson, M., Huang, H., Grant, S., & Henderson, L. (2009). Language acquisition in Second Life: Improving self-efficacy beliefs. In Atkinson, R. J., & McBeath, C. (Eds.), Same places, different spaces. Proceedings Ascilite Auckland (pp. 464474). University of Auckland.Google Scholar
Herrera, B. (2020). Realidad virtual inmersiva en Facebook Spaces: Análisis del grado de interacción oral y copresencia en un curso online de español como lengua extranjera. Doctoral dissertation, Universidad Complutense de Madrid. https://eprints.ucm.es/id/eprint/64682Google Scholar
Hsu, L. (2015). EFL learners implicit theory of intelligence and the application of MMORPG in EFL Learning. International Journal of Computer-Assisted Language Learning and Teaching, 52, 5871. https://doi.org/10.4018/IJCALLT.2015040104CrossRefGoogle Scholar
Huang, W., Roscoe, R. D., Johnson‐Glenberg, M. C., & Craig, S. D. (2021). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning, 37(3), 745758.CrossRefGoogle Scholar
Jauregi, K., Canto, S., de Graaff, R., Koenraad, A., & Moonen, M. (2011). Verbal interaction in Second Life: Towards a pedagogic framework for task design. Computer Assisted Language Learning Journal, 24, 77101. https://doi.org/10.1080/09588221.2010.538699CrossRefGoogle Scholar
Jauregi, K., de Graaff, R., van den Bergh, H., & Kriz, M. (2012). Native/non-native speaker interactions through video-web communication: A clue for enhancing motivation? Computer Assisted Language Learning, 25(1), 119. https://doi.org/10.1080/09588221.2011.582587CrossRefGoogle Scholar
Jauregi Ondarra, K., Gruber, A., & Canto, S. (2020). When international avatars meet: Intercultural language learning in virtual reality exchange. In Frederiksen, K. M., Larsen, S., Bradley, L., & Thouësny, S. (Eds.), CALL for widening participation: Short papers from EUROCALL 2020 (pp. 138142). Research-publishing.net. https://doi.org/10.14705/rpnet.2020.48.1178CrossRefGoogle Scholar
Jauregi Ondarra, K., Canto, S., & Melchor-Couto, S. (2022). Virtual worlds and second language acquisition. In Ziegler, N., & González-Lloret, M. (Eds.), The Routledge handbook of second language acquisition and technology (pp. 311326). Routledge. https://doi.org/10.4324/9781351117586CrossRefGoogle Scholar
Jauregi Ondarra, K., Gruber, A., & Canto, S. (2021). Pedagogical experiences in a virtual exchange project using high-immersion virtual reality for intercultural language learning. In Zoghlami, N., Brudermann, C., Sarré, C., Grosbois, M., Bradley, L., & Thouësny, S. (Eds.), CALL and professionalisation: Short papers from EUROCALL 2021 (pp. 155160). Research-publishing.net. https://doi.org/10.14705/rpnet.2021.54.1325CrossRefGoogle Scholar
Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and virtual environments 2012, 21(4), 373387. https://doi.org/10.1162/PRES_a_00124CrossRefGoogle Scholar
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development Vol. 1. Prentice-Hall.Google Scholar
Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual Reality, 23(1), 115. https://doi.org/10.1007/s10055-018-0346-3CrossRefGoogle Scholar
Kruk, M. (2015). Willingness to communicate in English in active worlds. In Turula, A., & Chojnacka, M. (Eds.), CALL for bridges between school and academia (pp. 129142). Peter Lang Edition.Google Scholar
Lai, K.-W. K., & Chen, H. J. H. (2021). A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning, 36(3), 312345. https://doi.org/10.1080/09588221.2021.1928226CrossRefGoogle Scholar
Lan, Y. J. (2014). Does Second Life improve Mandarin learning by overseas Chinese students? Language Learning & Technology, 18(2), 3656. http://dx.doi.org/10125/44365Google Scholar
Lan, Y. J. (2015). Contextual EFL learning in a 3D virtual environment. Language Learning & Technology, 19(2), 1631. www.lltjournal.org/item/2898Google Scholar
Lan, Y.-J., Kan, Y.-H., Sung, Y.-T., & Chang, K.-E. (2016). Oral-performance language tasks for CSL beginners in Second Life. Language Learning & Technology, 20(3), 6079. http://dx.doi.org/10125/44482Google Scholar
Lantolf, J. P. (2006). Sociocultural theory and second language learning: State of the art. Studies in Second Language Acquisition, 28, 67109. https://doi.org/10.1017/S0272263106060037CrossRefGoogle Scholar
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.CrossRefGoogle Scholar
Legault, J., Zhao, J., Chi, Y.-A., Chen, W., Klippel, A., & Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(1), 13. https://doi.org/10.3390/languages4010013CrossRefGoogle Scholar
Lin, T. J., & Lan, Y. L. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4), 486497. www.jstor.org/stable/jeductechsoci.18.4.486Google Scholar
Liou, H. C. (2012). The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC. Computer Assisted Language Learning, 25(4), 365382. https://doi.org/10.1080/09588221.2011.597766CrossRefGoogle Scholar
Liu, D., Dede, C. Huang, R., & Richards, J. (Eds.) (2017). Virtual, augmented, and mixed realities in education (Smart Computing and Intelligence). Springer. https://doi.org/10.1007/978-981-10-5490-7_2Google Scholar
Lloyd, A., Rogerson, S., & Stead, G. (2017). Imagining the potential for using virtual reality technologies in language learning. In Carrier, M., Damerow, R. M., & Bailey, K. M. (Eds.), Digital language learning and teaching: Research, theory, and practice (1st ed., pp. 222234). Routledge. https://doi.org/10.4324/9781315523293CrossRefGoogle Scholar
Long, M. (2015). Second language acquisition and task-based language teaching. Wiley Blackwell.Google Scholar
Madini, A. A., & Alshaikhi, D. (2017). VR for teaching ESP vocabulary: A myth or a possibility. International Journal of English Language Education, 5(2), 111126. https://doi.org/10.5296/ijele.v5i2.11993CrossRefGoogle Scholar
Martirosov, S., Bureš, M., & Zítka, T. (2021). Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality. Virtual Reality, 19, 118. https://doi-org.proxy.library.uu.nl/10.1007/s10055-021-00507-4Google Scholar
Melchor-Couto, S. (2017). Foreign language anxiety levels in Second Life oral interaction. ReCALL, 29(1), 99119. https://doi.org/10.1017/S0958344016000185CrossRefGoogle Scholar
Melchor-Couto, S. (2018). Virtual world anonymity and foreign language oral interaction. ReCALL, 30(2), 232249. https://doi.org/10.1017/S0958344017000398CrossRefGoogle Scholar
Melchor-Couto, S., & Herrera, B. (2023). Immersive virtual reality: Exploring possibilities for virtual exchange. In Potolia, A., & Derivry-Plard, M. (Eds.), Virtual exchange for intercultural language learning and teaching: Fostering communication for the digital age (pp. 92114). Routledge.Google Scholar
Parmaxi, A. (2020). Virtual reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 31(1), 172184. https://doi.org/10.1080/10494820.2020.1765392CrossRefGoogle Scholar
Peterson, M. (2012). EFL learner collaborative interaction in Second Life. ReCALL, 24(1), 2039. https://doi.org/10.1017/S0958344011000279CrossRefGoogle Scholar
Peterson, M., Wang, Q., & Mirzaei, M. S. (2019). The use of network-based virtual worlds in second language education: A research review. In Kruk, M. (Ed.), Assessing the effectiveness of virtual technologies in foreign and second language instruction (pp. 125). IGI Global. https://doi.org/10.4018/978-1-5225-7286-2.ch001Google Scholar
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers and Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778CrossRefGoogle Scholar
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 3857. https://doi.org/10.1017/S0958344014000226CrossRefGoogle Scholar
Risager, K. (2012). Linguaculture. In Chapelle, C. A. (Ed.), Encyclopedia of applied linguistics (pp. 34183421). Wiley. https://doi.org/10.1002/9781405198431.wbeal0709Google Scholar
Rogers, S. (2019). Virtual reality: The learning aid of the 21st century. Forbes.Google Scholar
Rupp, M. A., Kozachuk, J., Michaelis, J. R., Odette, K. L., Smither, J. A., & McConnell, D. S. (2016). The effects of immersiveness and future VR expectations on subjective experiences during an educational 360° video. Proceedings of the Human Factors and Ergonomics Society, 60(1), 21012105. https://doi.org/10.1177/1541931213601477Google Scholar
Ryan, M. (1999). Immersion vs. interactivity: Virtual reality and literary theory. SubStance, 28(2), 110137. https://doi.org/10.2307/3685793CrossRefGoogle Scholar
Satar, H. M., & Özdener, N. (2008). The effects of synchronous CMC on speaking proficiency and anxiety: Text versus voice chat. The Modern Language Journal, 92(4), 595613. https://doi.org/10.1111/j.1540-4781.2008.00789CrossRefGoogle Scholar
Scrivner, O., Madewell, J., Buckley, C., & Perez, N. (2019). Best practices in the use of augmented and virtual reality technologies for SLA: Design, implementation, and feedback. In Carrió-Pastor, M. L. (Ed.), Teaching language and teaching literature in virtual environments (pp. 5572). Springer Singapore. https://doi.org/10.1007/978-981-13-1358-5_4CrossRefGoogle Scholar
Shih, Y. C. (2015). A virtual walk through London: Culture learning through a cultural immersion experience. Computer Assisted Language Learning, 28(5), 407428. https://doi.org/10.1080/09588221.2013.851703CrossRefGoogle Scholar
Slater, M., Spanlang, B., & Corominas, D. (2010). Simulating virtual environments within virtual environments as the basis for a psychophysics of presence. ACM Transactions on Graphics, 29(4), 92. https://doi.org/10.1145/1778765.1778829CrossRefGoogle Scholar
Tai, T. Y., Chen, H. H.-J., & Todd, G. (2020). The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning. Computer Assisted Language Learning, 35(4), 892917. https://doi.org/10.1080/09588221.2020.1752735CrossRefGoogle Scholar
Van den Branden, K. (2006). Introduction: Task-based language teaching in a nutshell. In Van den Branden, K. (Ed.), Task-based language education (pp. 117). Cambridge University Press.CrossRefGoogle Scholar
Vygotsky, L. S. (1986). Thought and language. MIT Press.Google Scholar
Wang, F., Burton, J. K., & Falls, J. (2012). A three-step model for designing initial Second Life-based foreign language learning activities. Journal of Online Learning and Teaching, 8(4), 324333.Google Scholar
Wang, C., Lan, Y. L., Tseng, W. T., Lin, Y.T R., & Gupta, C. L. (2019). On the effects of 3D virtual worlds in language learning: A meta-analysis. Computer Assisted Language Learning, 33(8), 891915. https://doi.org/10.1080/09588221.2019.1598444CrossRefGoogle Scholar
Wehner, A. K., Gump, A. W., & Downey, S. (2011). The effects of Second Life on the motivation of undergraduate students learning a foreign language. Computer Assisted Language Learning, 24(3), 277289. https://doi.org/10.1080/09588221.2010.551757CrossRefGoogle Scholar
Xie, Y., Chen, Y., & Ryder, L. H. (2019). Effects of using mobile-based virtual reality on Chinese L2 students’ oral proficiency. Computer Assisted Language Learning, 34(3), 225245. https://doi.org/10.1080/09588221.2019.1604551CrossRefGoogle Scholar
Yamazaki, K. (2018). Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world. ReCALL, 30(2), 214231. https://doi.org/10.1017/S0958344017000350CrossRefGoogle Scholar
Yamazaki, K. (2019). The effective use of a 3D virtual world in a JFL classroom: Evidence from discourse analysis. In Zimmerman, E., & McMeekin, A. (Eds.), Technology supported learning in and out of the Japanese language classroom: Pedagogical, theoretical, and empirical developments (pp. 227251). Multilingual Matters.Google Scholar
Yang, F. C. O., Lo, F. Y. R., Hsieh, J. C., & Wu, W. C. V. (2020). Facilitating communicative ability of EFL learners via high-immersion virtual reality. Journal of Educational Technology & Society, 23(1), 3049. www.jstor.org/stable/26915405Google Scholar
York, J., Shibata, K., Tokutake, H., & Nakayama, H. (2020). Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction. ReCALL, 33, 4970. https://doi.org/10.1017/S0958344020000154CrossRefGoogle Scholar
Zhang, L., Bowman, D. A., & Jones, C. N. (2019). Exploring effects of interactivity on learning with interactive storytelling in immersive virtual reality. 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 1–8. https://doi.org/10.1109/VS-Games.2019.8864531CrossRefGoogle Scholar
Zheng, D., Young, M. F., Brewer, R. A., & Wagner, M. (2010). Attitude and self-efficacy change: English language learning in virtual worlds. CALICO Journal, 27(1), 205231. https://doi.org/10.11139/cj.27.1.205-231CrossRefGoogle Scholar

Further Reading

In this article, Blyth explores immersive technologies as tools for foreign language education, with a specific focus on augmented reality (AR) and VR. The discussion ranges from historical perspectives to future challenges, shedding light on the potential of these technologies.

This book chapter offers a comprehensive overview of VWs as a technology-mediated approach to facilitate SLA. It provides insights into research studies and practical applications by exploring the potential benefits of VWs in promoting language proficiency, cultural understanding, and communicative competence.

This book chapter explores the best practices for incorporating AR and VR technologies in the context of SLA. The authors discuss topics such as the design, implementation, and feedback mechanisms related to these technologies.

Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225232. https://doi.org/10.1111/flan.12327.CrossRefGoogle Scholar
Jauregi Ondarra, K., Canto, S., & Melchor-Couto, S. (2022). Virtual worlds and second language acquisition. In Ziegler, N., & González-Lloret, M. (Eds.), Routledge handbook of second language acquisition and technology (pp. 311326). Routledge. https://doi.org/10.4324/9781351117586.CrossRefGoogle Scholar
Scrivner, O., Madewell, J., Buckley, C., & Perez, N. (2019). Best practices in the use of augmented and virtual reality technologies for SLA: Design, implementation, and feedback. In Carrió-Pastor, M. L. (Ed.), Teaching language and teaching literature in virtual environments (pp. 5572). Springer. https://doi.org/10.1007/978-981-13-1358-5_4.CrossRefGoogle Scholar

Save book to Kindle

To save this book to your Kindle, first ensure no-reply@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

  • Tools
  • Edited by Glenn Stockwell, Waseda University, Japan, Yijen Wang, Waseda University, Japan
  • Book: The Cambridge Handbook of Technology in Language Teaching and Learning
  • Online publication: 15 June 2025
  • Chapter DOI: https://doi.org/10.1017/9781009294850.011
Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

  • Tools
  • Edited by Glenn Stockwell, Waseda University, Japan, Yijen Wang, Waseda University, Japan
  • Book: The Cambridge Handbook of Technology in Language Teaching and Learning
  • Online publication: 15 June 2025
  • Chapter DOI: https://doi.org/10.1017/9781009294850.011
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Tools
  • Edited by Glenn Stockwell, Waseda University, Japan, Yijen Wang, Waseda University, Japan
  • Book: The Cambridge Handbook of Technology in Language Teaching and Learning
  • Online publication: 15 June 2025
  • Chapter DOI: https://doi.org/10.1017/9781009294850.011
Available formats
×