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One model for the learning of language.
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In: Proceedings of the National Academy of Sciences of the United States of America, vol 119, iss 5 (2022)
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Identifying preschool measures most predictive of language outcomes at 11 years in the Early Language in Victoria Study ...
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Tripartitions of the first person space (English speakers, Condition 1) ...
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Viewing angle in novice L2 lexical learning in British Sign Language (BSL) ...
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Can Google Translate Rewire Your L2 English Processing?
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In: Resende, Natália orcid:0000-0002-5248-2457 and Way, Andy orcid:0000-0001-5736-5930 (2021) Can Google Translate Rewire Your L2 English Processing? Digital, 1 (1). pp. 66-85. ISSN 2673-6470 (2021)
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Arbitrary but predictive cues support attention to overlooked features
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Towards a Discourse-Level Natural Language Processing Algorithm: Characterizing Tumor Existence, Change of Existence, and its Progression from Unstructured Radiology Reports
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Huang, Ruiqi. - : eScholarship, University of California, 2021
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To Game, or Not to Game?: Addressing the Question of Cultural Scripts and Game use in Language Learning
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Abstract:
Cultural scripts enable speakers to articulate values, practices, and norms that are specific to a culture in a way that makes it easy to access by insiders and outsiders, and the fact that the scripts are written in constrained grammatical patterns with simple concepts equivalent in other languages make cross-cultural understanding a possibility. The paper focuses on how collaborative learning methods can be applied using games in socio-cultural theory. It aims at identifying the effects of adopting the collaborative learning methods to identify better ways to integrate games into classroom learning. The theory of language and various learning theories with language learning theories are discussed in the paper. They have been arranged from the least compatible at the top to the most compatible, with collaborative learning being last. Theories of language learning supporting paring gaming and collaborative learning idea are also discussed. Games, both analog and digital, have increased second language learning outside the classroom. Even though the player's beliefs may not align with that of the games, players placed in the discourse find themselves speaking from their position within the game as they have to collaborate hence promoting an individualized and collaborative learning experience. Teachers should use games in learning because the students get involved in various learning levels that help improve their learning process. Society and culture affect the student’s beliefs and attitudes towards education. Therefore, having student-led games and programs helps create a social interaction focused on their cognitive and social development.
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Keyword:
collaborative learning; collaborative learning methods; Education; games; Language; language acquisition; language learning; Linguistics; socio-cultural theory
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URL: https://escholarship.org/uc/item/0cb9h7h6
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Comparing Instructional Methods for Address Pronouns in Second Language German ...
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Vocabulary Scaffolding Features and Young Readers’ Comprehension of Digital Text: Insights from a Big Observational Dataset ...
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Inconsistent definitions: the most efficient immediate feedback ...
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A Codicological and Linguistic Typology of Common Torah Codices from the Cairo Genizah ...
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Raising Awareness about Task Assessment Rubrics in Task Based Language Teaching ...
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SOME PERSPECTIVE DIRECTIONS FOR IMPROVING MASTER’S DEGREE PROGRAMMES IN RUSSIAN HIGHER EDUCATION INSTITUTIONS ...
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SOME PERSPECTIVE DIRECTIONS FOR IMPROVING MASTER’S DEGREE PROGRAMMES IN RUSSIAN HIGHER EDUCATION INSTITUTIONS ...
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The impact of grit and its predictors on face-to-face vs online language learning ...
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