New Perspectives on Teaching and Working With Languages in the Digital Era 2016
DOI: 10.14705/rpnet.2016.tislid2014.435
|View full text |Cite
|
Sign up to set email alerts
|

Virtual learning environments on the go: CALL meets MALL

Abstract: T his paper presents Eating out, a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully planned methodology and a well-grounded theoretical basis for the explanation of lexicogrammatical issues are posited as the keys to the creation of Foreign Language Teaching (F… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2016
2016
2024
2024

Publication Types

Select...
3
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(1 citation statement)
references
References 16 publications
0
1
0
Order By: Relevance
“…The previous excerpts corroborate that there is a low use of gamified activities in teaching processes. Research carried out by [36] and [37] assert that there are processes whose potential achievement is more a matter of pedagogy than technology and that a carefully planned methodology is the key to these processes. Regarding this, [38] provide useful information about how to use gamification as an effective intervention strategy.…”
Section: Figure 5 Students' Perception Of the Use Of The Gamified Activities Implementedmentioning
confidence: 99%
“…The previous excerpts corroborate that there is a low use of gamified activities in teaching processes. Research carried out by [36] and [37] assert that there are processes whose potential achievement is more a matter of pedagogy than technology and that a carefully planned methodology is the key to these processes. Regarding this, [38] provide useful information about how to use gamification as an effective intervention strategy.…”
Section: Figure 5 Students' Perception Of the Use Of The Gamified Activities Implementedmentioning
confidence: 99%