Technology-informed approaches to L2 research and teaching have prompted great interest by both researchers and practitioners alike. This book highlights the relationship between digitally-mediated technologies and second language pragmatics by presenting exemplary applications of technology for… read more
While teacher education is a crucial element to ensuring that second language (L2) pragmatics gains traction in classrooms and curricula, it would appear that teacher development programs provide only modest focus in this area. This chapter reports on findings from a preliminary case study in… read more
While previous work has identified a strong connection between tasks and digital games, very little empirical evidence exists to aid in our understanding of how tasks within these complex digital spaces should be designed, implemented, and evaluated so as to optimally support language learning.… read more
This chapter deals with an area that has come into its own in research on second language (L2) learning, namely,
that of language learner strategies, and, in this specific case, the application of strategies to the learning and performance
of L2 pragmatics. Consistent with the theme of this… read more
Digital gaming environments offer a solution to many of the challenges of giving L2 pragmatic feedback by offering scaffolded, just-in-time, meaningful, and individualized feedback (e.g., Sykes, 2009; Sykes, Reinhardt, & Thorne, 2010). The limited work in this area specifically examines different… read more
Recent work in the area of computer assisted language learning has identified multiuser virtual environments (MUVEs) as a beneficial context for second language (L2) pragmatic development. Their potential to mediate individualized learning experiences with just-in-time, personalized feedback is a… read more