34 results found (page 1 of 3)
https://www.academia.edu/101063732/Second_Language_Teaching_and_Learning_with_Technology_V…

… on student collaboration and intercultural learning on web based tools such as wikis and blogs. In addition, she has a general interest in self-directed learning on emergent mobile devices. Reading Committee Françoise Blin has been working in CALL since the late eighties. She ho…

https://www.academia.edu/115465437/CALL_communities_and_culture_short_papers_from_EUROCALL…

…Sophocleous xv Conference committees 1 The impact of EFL teachers’ mediation in wiki-mediated collaborative writing activities on student-student collaboration Maha Alghasab 7 Towards the development of a comprehensive pedagogical framework for pronunciation training based on ada…

https://www.academia.edu/62200698/Archaeological_Textile_Research_Technical_economic_and_s…

…lled staple length (the average of the length of fibres in a sample, https://en.wikipe- dia.org/wiki/Staple_(wool)) can have a positive impact on the spinning techniques. The Bronze Age sheep wool finds from Hallstatt have a staple length of about 5 cm, whereas the Iron Age finds…

https://www.academia.edu/108466355/Mesleki_Ama%C3%A7l%C4%B1_%C4%B0ngilizce_%C3%96%C4%9Fren…

…er ders kitaplarındaki yerini almalıdır. Böylece öğretmen, hedef dili anadili olarak konuşanlarla, yabancı dil olarak konuşanlar arasındaki kullanım farklılıklarını saptayıp, öğrencilerine yardımcı olabilir (Boran, 2003, s. 153). Yabancı dil öğretiminde iletişim yetisinin kazandı…

https://www.academia.edu/92096821/De_la_gen%C3%A8se_de_la_langue_%C3%A0_Internet_variation…

…tilisé par l’opérateur Bouygues Télécom entre 2002 et 2012. Source : <http://fr.wikipedia.org/wiki/I-mode> 7 Apocope de « pseudonymes », le pseudo est utilisé particulièrement pour désigner les noms dans des univers virtuels comme Internet ou les jeux vidéo. Pour cette raison, no…

https://www.academia.edu/45148644/El_desarrollo_pragm%C3%A1tico_en_una_segunda_lengua_a_tr…

… la CMC también incluye instrumentos más interactivos y participativos como los wikis, blogs, videoconferencias (Skype, Hangouts), mundos virtuales (Second Life y Open Simm), entornos de gamificación y un número cada vez mayor de aplicaciones móviles que en su mayoría “tienen poc…