L2 Digital Literacies Symposium
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A Systematic Review of Multimodal Composing in Multilingual Secondary Classrooms: Main Themes and Future Areas for Exploration

2018 Virtual Presentations

Smith, Blaine E. (University of Arizona), Mark B. Pacheco (University of Florida), and Mariia Khorosheva (University of Arizona) [flyzoo-embed-chatroom id=’5bc4c1a14fb4d5210c82b376′ width=’auto’ height=’640px’] With the growing...

Interculturality in Teletandem sessions

2018 Virtual Presentations

Schaefer, Rodrigo (Universidade Federal de Santa Catarina) [flyzoo-embed-chatroom id=’5bc4c27e4fb4d5210c82b3c1′ width=’auto’ height=’640px’] Recently, the development of an intercultural approach in language teaching and learning is...

Gameful L2 learning: The wisdom of the wild

2018 Virtual Presentations

Reinhardt, Jonathon (University of Arizona) Estimates are that upwards of 2 billion people played vernacular (non-educational) digital games in 2017, with 800 million active players – numbers that increase by the thousands every month (Statista, 2018). Games are...

Enhancing Regional and Cultural Knowledge through Social Media Collaboration

2018 Virtual Presentations

Maggin, Sherry A (United States Military Academy) Through Facebook groups, the social media platform offers the opportunity for students and educators to form a classroom community in the digital world. These digital communities also offer the opportunity to enrich...

Tribesourcing Midcentury Southwestern U.S. Educational Films

2018 Virtual Presentations

Jenkins, Jennifer, and Amy Fatzinger (University of Arizona) Our project seeks to “tribesource” 60 educational films about the Native peoples of the Southwestern U.S. works from the American Indian Film Gallery, a collection awarded to the University of Arizona in...

Equitable Access to L2 Learning and Literacy: A Pedagogical Framework of Digital Game-based Learning

2018 Virtual Presentations

Ibrahim, Karim (Gulf University for Science and Technology) The fast-growing literature on digital game-basedL2 learning suggests that video/digital games hold a great potential for L2 learning and literacy (e.g. Apperley, 2010; Apperley & Beavis, 2011; Allen,...
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