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1 | JALTCALL2022 CONFERENCE WEBSITE | ||||||||||
2 | Note: the conference website above ^^ is the source of truth. Last minute changes may not be reflected here. This page is correct as of June 17th 17:00 | ||||||||||
3 | Session | A | B | C | D | E | F | G | |||
4 | JALTCALL2022 Friday June 17th | ||||||||||
5 | 17:30 - 17:55 | Welcome Lounge (for online attendees) | |||||||||
6 | 18:00 - 19:15 | 1 | deHaan/Poole/York How do you know if your Ludic Language Pedagogy is MM delicious! or not? | Morris Using Twine in the Foreign Language Classroom | Beuckens New Ways to Teach Listening Online | Ang Real Time Transcription & Translation for Class Instruction and Lecture | Saumell Playful coding tasks: computational thinking makes its way to the language classroom | ||||
7 | 19:20 - 20:35 | Keynote 1 | Keynote 1: Judith Buendgens-Kosten "Spielend Lenren: Games in TEFL and TEFL teacher education" | ||||||||
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9 | JALTCALL2022 Saturday June 18th | ||||||||||
10 | Time | Session | A | B | C | D | E | F | G | ||
11 | 9:30 | Opening ceremony (James and Fred) | |||||||||
12 | 10:00 - 10:30 | 1 | Dykes/Remmerswaal Self Access Learning and Minecraft: Student Perceptions | Boutorwick ESL Speed Readings: the app | Bonner/Godin/Garvey Developing and piloting an application for measuring real-time learner engagement levels in foreign language classrooms. | Obari Learning 21st-century skills and cross-cultural awareness through collaborative learning during the COVID-19 | Chiang Effects of metacognitive instruction and online game-based learning on promoting EFL listening ability | Manna Teachers' attitudes and perceptions on implementing mobile AR for the teaching of Italian as a foreign language | Cvitkovic Create auto-grading quizzes with Google Sheets+Forms | ||
13 | 10:45 - 11:15 | 2 | Andrew Gamifying Task-Based Learning to Further Support L2 Acquisition and Motivation | Bradley Exploring the role of interactive fiction creation on writing motivation | Lavolette/Asaba From asynchronous online to flipped learning: Design principles and implementation | Daniels A new extensive speaking tool for Moodle | Taylor Ready, set? End-user testing of an AR treasure hunt learning game | Raine Nation’s Four Strands and Digital Language Pedagogy with ZenGengo | |||
14 | 11:30 - 12:15 | 3 | Gather.town | Poster sessions | Pudelek The Use of Online Forums to Promote Motivation to Use English Outside of the Classroom | Gettings Where do I find the voices? Free Text-to-Speech online recording | Wilson Watch the Skies: Running an intensive EFL seminar as a megagame | Rose Issues and concerns in the automatic generation of vocabulary training and testing items | |||
15 | 12:15 - 13:15 | Lunch | LUNCH + BREAKOUT ROOMS | ||||||||
16 | 13:15-14:30 | Keynote 2 | Keynote 2: Jonathan deHaan "SHIPMENT 51" Games and play in (researching) language teaching and learning; What really matters? | ||||||||
17 | 14:45-15:15 | 4 | Crosby Using Free Online Technology to Improve English Ability: Extensive Reading through MReader to Encourage Autonomous Learning | Mohammadi Teachers' Pedagogical Scaffolds in Ludic Language Pedagogy: Implementing Synthesis of Qualitative Data (SQD) Model | Nozawa Collaborative Video Project on Japanese Culture and Zoom Presentation via Flipgrid | Chien Influence of Using Online Tools for Self-Regulated Strategy Development on Emergent Researchers' Academic Writing | Saito An Innovative Approach of Using a VR Platform for Students to Teach English as Teachers | MacLean Making Life Easy With One Master Spreadsheet | OUP
Digital Tools for Enhanced Learning | ||
18 | 15:30-16:00 | 5 | Andersson Assessing the Effectiveness of Watching Gameplay for Language Learning Purposes | Rose Quiz Students on Words and Phrases with the Lingolab Sites | Jalilzadeh Unpacking Turkish EFL instructors' Challenges and coping Strategies for E- Assessment | Takuma/Yoshino/Nakayama/York Evaluation of a VR language learning system: Effect of feedback on learners' flow state | Gutierrez An Open Table for Using Dungeons & Dragons with University EFL Students at a Foreign Language Resource Center | Elizabeth Lavolette Games and learning theory: An undergraduate course | |||
19 | 16:15-16:45 | 6 | Garshol Learning games as tools for learning and assessment in higher education | Sustenance Creating an Online Archive of Digital-Keyword-Method Images | Santamaria/Querol-Julian Training online EMI Higher education teachers on gamification techniques: the ins and outs | Kelly Promoting student interaction through Zoom polls | Loyola The METI EdTech Project | Huertas-Abril/Palacios Hidalgo Spanish Bilingual and EFL Pre-Service Teacher Attitudes Towards Digital Game-Based Learning Considering the TPACK Model | Brooks How to Measure Lexical Diversity with R and Python, and Why You Would Want To | ||
20 | 17:00-17:30 | 7 | Pattemore Tackling linguistic difficulty through serious games | Ho Comparing Quizlet as an individual and group task | Lim The GIGA School Program Year 1: Teacher and Student Perspectives Regarding the Implementation of One-to-One Devices in English Lessons | Wang Adding rich interaction and speech scripts into a game-based communication class: A case study with the game "Sims 4" | Nicholas Japanese EFL learners and pragmatics: Developing and prototyping an online diagnostic language assessment of English L2 email writing | Huertas-Abril/Muszynska Create your story with Her Story: Digital Game-Based Learning to Foster Creative Writing in English as a Foreign Language | |||
21 | 17:45-18:15 | Roundtable | ROUNDTABLE [Main Room] (James and Fred host) | ||||||||
22 | 18:30-19:00 | AGM | AGM [Main Room] | ||||||||
23 | 19:00-20:00 | Social | Social Event [Lounge] | ||||||||
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25 | JALTCALL2022 Sunday June 19th | ||||||||||
26 | Time | Session | A | B | C | D | E | F | G | ||
27 | 10:00 - 10:30 | 1 | Watson Lifelong learning development through technology mediated play experiences in an L2 classroom | Cihi Introduction to Words & Monsters - an Adaptive Smart Game | Bao The role of technology and technology training in language teachers' professional development in the private sector | Cvitkovic Measuring Speaking Characteristics with PRAAT | Schaefer Renaissance in pronunciation pedagogy: Harnessing recording technology and digital media in the gamification of IPA to master non-static English pronunciation and pronunciation pedagogy | Tacker Virtual Reality for Immersive Student Motivation | |||
28 | 10:45 - 11:15 | 2 | Remmerswaal Setting up a Minecraft Server and Fostering an Online Community | deHaan/York How to publish and collaborate with the Ludic Language Pedagogy journal and community | Carloni A gamified and game-based classroom for language teacher training | Lorentzen/Bonner Practicing conversation strategies with student customizable Neural-Network Artificial Intelligence conversation partners | Hennessy Platform Preferences for Video Content in a Flipped Classroom: Students' Perceptions of YouTube as a Platform for Learning | Nguyen A Study on Implementing Moodle Learning Management System (LMS) into the Classroom | Oyama EFL Grammar Learning through Simulations in a 3D Multi-user Virtual Environment: A Case Study | ||
29 | 11:30-12:00 | 3 | White Applying the Play and Interaction Model to Digital Game Based Learning | Paul Online speed-reading: the fastest way to improve reading fluency | Tempest/Hirschel Incrementally Randomised vs. Non-Restricted Homework Tasks | Lee The effects and implications of using a tablet to practice writing kanji | Hanlin A Framework for Syntax Acquisition in CALL | Wang A multilingual educational platform of disaster preparedness for foreign residents in Japan | Clegg-Sasaki Playful Talk: Utilising Flipgrid monologues for developing creative and collaborative thinking in ESL learners in Japan | ||
30 | 12:00 - 13:00 | Lunch | LUNCH + BREAKOUT ROOMS [Lounge] | ||||||||
31 | 13:00 - 13:30 | 4 | Omura The implementation of electronic European Language Portfolio (eELP) in a university English class and the effect on Learner Autonomy | He Effective Pedagogy to Stimulate Learner Engagement in App-based L2 Vocabulary Self-study | LaClare Encouraging out-of-class speaking practice with a 30-day challenge | Peterson The state of play: a review of research on the use of digital games in CALL | Olexa/Taquet Usability factors of commercially available Virtual Reality applications for EFL | Cowie/Alizadeh Self-directed Student Learning in Virtual Reality: Affordances and Implications for Higher Education Teachers | |||
32 | 13:45 - 14:15 | 5 | Nielsen Pre-enrollment Online Courses for Incoming University Students | deHaan/Yoshimura A 6th grade student presents his research: Can video games improve concentration? | Hirata Online Language Learning in Japan: Emulating Face-to-Face Environments | Yamauchi Helping Students to Overcome Bottom-Up Listening Challenges through Voice of America Quizzes, Songs and Reaction Papers | Hofmeyr Effective, but too enjoyable? Japanese university students' attitudes towards digital game-based language learning | Wrobetz Interaction Frequency and Pedagogical Outcomes in Digital Game-Based Learning Curricula | Gougeon Playfulness in English: Are Japanese Elementary School Educators Ready to Teach Programming in English in a soft CLIL environment? | ||
33 | 14:30 - 15:00 | 6 | Cleminson/Head/Guevara/Arnold Exploring Creative Play in the Classroom: Innovative approaches to Learner Development | Ehara Automatic Readability Assessment using Artificial Intelligence | Donovan A Role-Playing Game-Based English For Academic Purposes Course Design | Meilleur/Sestan Tech Considerations for Setting up a Successful International COIL Project | Ross/Hennebury Speech recognition: How accurate is is? | ||||
34 | 15:15 - 15:45 | 7 | Poole Leveraging a spatial chat software to design gaming experiences for in-class instruction | Warrington Student Misappropriation of Technology in Self-Access Language Learning: A Symptom of Liquid Modernity? | Stamper/Kushnazarov/Gaskell Adventures in creating a Choose your own adventure game for academic English | Chen The Effect of Applying Augmented Reality to Chinese Character Learning on novice CFL Learners | Raine AI-Powered Digital Lessons for Global English Learners | ||||
35 | 16:00 - 16:30 | 8 | Vazquez-Calvo There Is More to Gaming That Meets the Eye: When Fan Translation of Games Leads to Language Learning | Fowler Student Attitudes Toward English Podcasts Hosted by Native English Speakers vs. Non-native English Speakers | Tikhomirova Offline or online, language games play just fine! Edutainment case in a multidisciplinary setting. | Clynes Developing an Immersive Role-playing Game to improve English Communication and Cultural Awareness | Vilagran/Gesa/Pujol Gamification and memes for grammar learning purposes: A cross-curricular experience | Jones The Four Pillars of Team-Based Learning (TBL): Where Does CALL Fit In? | |||
36 | 16:45 ~ | Closing Ceremony & Sunday Night Social 16:45 ~ | |||||||||
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