While a number of studies have investigated the influence of background knowledge and reading comprehension strategies on comprehension, no L2 research exists examining and comparing the unique contributions of these two variables examined together. Therefore, the purpose of this exploratory study was to investigate the combined and individual contributions of background knowledge and reading comprehension strategies to reading comprehension. Data collected from 20 university-level English language learners were analyzed using regression analyses. The results indicated that background knowledge and reading comprehension strategies, operationalized as self-questioning, combined to account for a significant portion of variance in reading comprehension scores, with self-questioning being a stronger predictor of reading comprehension than background knowledge.
Computer‐assisted language learning (CALL) literature notes concerns with research in the field, and many of these concerns are similar to those noted for second language acquisition research in general. One fundamental problem is the general failure to address Garrett's (1991) assertion that research must consider classroom context. We believe that this can be done most usefully by including teachers’ voices, observations, and concerns. Many authors note the importance of teachers in the successful integration of technology into instruction. In other words, teachers play a vital role in determining the success of the CALL classrooms; for this reason alone, we must change the way we do research. In this article, we review CALL research on the acquisition of language skills published from 2000 to 2008 to demonstrate ongoing issues with study content and procedure. Based on these studies, we discuss how the inclusion of context—focusing specifically on teacher participation in or conduct of research—can impact both what we know and what we do. We conclude with ways to include missing elements of teacher voice and experience that can help us more completely answer important questions in our field.
This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks. Conceptualizing games as social practices and drawing from the bridging activities framework (Thorne & Reinhardt, 2008), instructional tasks were designed to enhance language awareness and to present possibilities for socialization into gaming discourses. The study investigated the ways that the designed pedagogy supported or impeded language awareness and gaming discourse participation. The study found that the students exhibited language awareness in many ways, but that there were missed opportunities in developing student understandings of language as a social medium. Additionally, six students (38%) directly participated in gaming spaces, and some of them took on more central roles in gaming practices over time. Other students, however, did not attempt to directly participate in gaming sites or were not successful in their attempts. These findings are discussed in regard to pedagogical design, including game selection and supporting learner analyses of gaming discourses, as well as avenues for future research examining socialization in classrooms and gaming spaces.
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