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EFL learner collaborative interaction in Second Life
16 references·16 citing·45 second hopsampled
EFL learner collaborative interaction in Second Life (2012)EFL learner collaborative interaction in …Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Second Language Use, Socializ…Focus-on-form through collaborative scaffolding in expert-to-novice online interaction (2008)Focus-on-form through collabo…Learner interaction management in an avatar and chat-based virtual world (2006)Learner interaction managemen…Negotiation for Meaning and Peer Assistance in Second Language Classrooms (2005)Negotiation for Meaning and P…Using Native Speakers in Chat (2003)Using Native Speakers in ChatNegotiation of meaning and codeswitching in online tandems (2003)Negotiation of meaning and co…Computer–Mediated Negotiated Interaction: An Expanded Model (2003)Computer–Mediated Negotiated …Artifacts and cultures-of-use in intercultural communication (2003)Artifacts and cultures-of-use…Interactional Features of Synchronous Computer-Mediated Communication in the Intermediate L2 Class (2002)Interactional Features of Syn…Categorization of text chat communication between learners and native speakers of Japanese (2002)Categorization of text chat c…Computer mediated communication: A window on L2 Spanish interlanguage (2000)Computer mediated communicati…Socio-cognitive Functions of L1 Collaborative Interaction in the L2 Classroom (1998)Socio-cognitive Functions of …Applying Sociocultural Theory to an Analysis of Learner Discourse: Learner-Learner Collaborative Interaction in the Zone of Proximal Development (1995)Applying Sociocultural Theory…Using computer networking to facilitate the acquisition of interactive competence (1994)Using computer networking to …Universals in language usage: Politeness phenomena (1978)Universals in language usage:…Questions and politeness : strategies in social interaction (1978)Questions and politeness : st…An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)An Analysis of Game Design El…A comparative study on the effects of a VR and PC visual novel game on vocabulary learning (2021)A comparative study on the ef…The effects of pre-task planning on EFL learners’ oral performance in a 3D multi-user virtual environment (2020)The effects of pre-task plann…The complexity of control shift for learner autonomy: A mixed-method case study of Chinese EFL teachers’ practice and cognition (2020)The complexity of control shi…Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction (2020)Effect of SCMC on foreign lan…Vocabulary learning in virtual environments: Learner autonomy and collaboration (2019)Vocabulary learning in virtua…Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world (2019)Task engagement, learner moti…A scoping review of digital game-based technology on English language learning (2019)A scoping review of digital g…The interplay of tasks, strategies and negotiations in Second Life (2018)The interplay of tasks, strat…Innovative assessment of aviation English in a virtual world: Windows into cognitive and metacognitive strategies (2018)Innovative assessment of avia…Digital games and language teaching and learning (2018)Digital games and language te…Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world (2018)Computer-assisted learning of…Language learning effects through the integration of synchronous online communication: The case of video communication and Second Life (2017)Language learning effects thr…Deconstructing the I and SLA in ISLA: One curricular approach (2016)Deconstructing the I and SLA …SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING (2014)SPECIAL ISSUE COMMENTARY DIGI…Chapter 8. The third dimension (2014)Chapter 8. The third dimensionTHEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Teaching Language in Context (1994)Restructuring Classroom Interaction with Networked Computers: Effects on Quantity and Characteristics of Language Production (1995)Linguistic perspectives on the development of intercultural competence in telecollaboration (2003)A simplest systematics for the organization of turn-taking for conversation (1974)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)THE ROBUSTNESS OF CRITICAL PERIOD EFFECTS IN SECOND LANGUAGE ACQUISITION (2000)The Effects of Synchronous CMC on Speaking Proficiency and Anxiety: Text Versus Voice Chat (2008)Interaction and instructed second language acquisition (2018)Task-Based Language Teaching (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Analysing Student Teachers’ Codeswitching in Foreign Language Classrooms: Theories and Decision Making (2001)Second Language Acquisition (2002)Rethinking monolingual instructional strategies in multilingual classrooms (2007)Collaborative writing tasks in the L2 classroom: Comparing group, pair, and individual work (2012)Givenness, Contrastiveness, Definiteness, Subjects, Topics, and Point of View (2026)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Teaching Multimodal and Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies (2011)Gaming as extramural English L2 learning and L2 proficiency among young learners (2012)Using the flipped classroom to enhance EFL learning (2016)The Preference for Self-Correction in the Organization of Repair in Conversation (1977)Principles and Practice in Second Language Acquisition (1983)Qualitative Analysis for Social Scientists (1987)Peer feedback on language form in telecollaboration (2008)Investigating learners’ use and understanding of peer and teacher feedback on writing: A comparative study in a Chinese English writing classroom (2010)Thought and language (1962)11. CROSSING FRONTIERS: NEW DIRECTIONS IN ONLINE PEDAGOGY AND RESEARCH (2004)Understanding and Working with ‘Failed Communication’ in Telecollaborative Exchanges (2006)Telecollaboration 2.0 (2010)The Location of Culture (2012)The Presentation of Self in Everyday Life. (1956)Politeness : Some Universals in Language Usage (1987)SYNCHRONOUS COMPUTER-MEDIATED COMMUNICATION AND INTERACTION (2015)Taking Technology to Task: Technology-Mediated TBLT, Performance, and Production (2016)The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning (2020)The Presentation of Self in Everyday Life (2023)Developing L2 Oral Proficiency through Synchronous CMC: Output, Working Memory, and Interlanguage Development (2003)What no bedtime story means: Narrative skills at home and school (1982)Theory in Anthropology since the Sixties (1984)Sociolinguistic Patterns (2017)Ambiguity as strategy in organizational communication (1984)Language style as audience design (1984)Politeness Theory and Relational Work (2005)
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References

  • 1978Universals in language usage: Politeness phenomena2,742 cited
  • 1978Questions and politeness : strategies in social interaction1,293 cited
  • 1994Using computer networking to facilitate the acquisition of interactive competence677 cited
  • 2000Computer mediated communication: A window on L2 Spanish interlanguage573 cited
  • 2003Artifacts and cultures-of-use in intercultural communication570 cited
  • 1998Socio-cognitive Functions of L1 Collaborative Interaction in the L2 Classroom544 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming516 cited
  • 2003Computer–Mediated Negotiated Interaction: An Expanded Model499 cited
  • 2005Negotiation for Meaning and Peer Assistance in Second Language Classrooms463 cited
  • 2006Learner interaction management in an avatar and chat-based virtual world267 cited
  • 2002Categorization of text chat communication between learners and native speakers of Japanese267 cited
  • 1995Applying Sociocultural Theory to an Analysis of Learner Discourse: Learner-Learner Collaborative Interaction in the Zone of Proximal Development251 cited
  • 2002Interactional Features of Synchronous Computer-Mediated Communication in the Intermediate L2 Class228 cited
  • 2003Negotiation of meaning and codeswitching in online tandems

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220 cited
  • 2003Using Native Speakers in Chat204 cited
  • 2008Focus-on-form through collaborative scaffolding in expert-to-novice online interaction193 cited
  • Cited by

    • 2019A scoping review of digital game-based technology on English language learning162 cited
    • 2019Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world139 cited
    • 2020Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction115 cited
    • 2021A comparative study on the effects of a VR and PC visual novel game on vocabulary learning115 cited
    • 2019Vocabulary learning in virtual environments: Learner autonomy and collaboration101 cited
    • 2018Digital games and language teaching and learning82 cited
    • 2018Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world66 cited
    • 2021An Analysis of Game Design Elements Used in Digital Game-Based Language Learning60 cited
    • 2018Innovative assessment of aviation English in a virtual world: Windows into cognitive and metacognitive strategies45 cited
    • 2016Deconstructing the I and SLA in ISLA: One curricular approach41 cited
    • 2017Language learning effects through the integration of synchronous online communication: The case of video communication and Second Life37 cited
    • 2018The interplay of tasks, strategies and negotiations in Second Life37 cited
    • 2020The effects of pre-task planning on EFL learners’ oral performance in a 3D multi-user virtual environment36 cited
    • 2014Chapter 8. The third dimension35 cited
    • 2014SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING33 cited
    • 2020The complexity of control shift for learner autonomy: A mixed-method case study of Chinese EFL teachers’ practice and cognition32 cited