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1081 |
Dusty Windows and Urban American Dreams: Five African Journeys toward Literacy through Participatory Research and Program DevelopmentLamping, Sally Anne 18 July 2006 (has links)
No description available.
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1082 |
NEGOTIATION BETWEEN EVALUATORS AND ASIAN TEST-TAKERS IN A LANGUAGE PROFICIENCY INTERVIEWYANG, EUN CHONG 03 October 2006 (has links)
No description available.
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1083 |
“What Do You Mean `In My Own Words’?” Undergraduate ESL Writers’ Paraphrasing Experiences in an Advanced Academic Writing CourseDu, Qian 13 September 2013 (has links)
No description available.
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1084 |
Phonological Processes in English Sentences Produced by Adult Native Speakers of SpanishHernandez, Lauren Kristine 02 May 2016 (has links)
No description available.
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1085 |
Circulation of the Native Language in ESL Environments: Correlations Between L1 Perceptions and L1 Use in the English ClassroomLockett, Makayla Adrianne January 2016 (has links)
No description available.
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1086 |
Effective Measures to Achieve New Tutor Program SuccessPaik, Younghyun January 2016 (has links)
No description available.
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1087 |
An investigation of students' experiences with corpus technology in second language academic writingYoon, Hyunsook 09 March 2005 (has links)
No description available.
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1088 |
L2 reading by learners of Japanese: a comparison of different L1sSawasaki, Koichi 05 January 2007 (has links)
No description available.
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1089 |
Taiwanese-Guoyu Bilingual Children and Adults' Sibilant Fricative Production PatternsShih, Ya-ting 19 December 2012 (has links)
No description available.
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1090 |
Forskningsöversikt: : Digitala spel iklassrummet för lärande av engelska somandraspråkAndersson, Robin January 2022 (has links)
The aim of this literature review is to investigate and highlight the findings of previous research on the topics of; digital games and English second language learning; digital games and motivation; and implementation of digital games in the classroom. All during the period of 2015 to the first quarter of 2022. The search yielded 943 publications. After reviewing the publications, a total of 20 of the publications were deemed as relevant to the study. A qualitative analysis was then applied to the 20 selected publications. The result of the qualitative analysis indicates that there is a need for more studies carried out in Europe about digital games in a school setting. Most of the publications were done on ‘serious games’ – games that are designed to be used in educational settings. This result indicates a need for more studies carried out on other types of games. The results show that digital games may promote second language skills and increase language learning motivation. The results also indicate that successful implementation of digital games in a classroom setting comes with many challenges.
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