ESP in applied linguistics: Refining research agenda implications and future directions of research on second language reading

1987 ◽  
Vol 6 (3) ◽  
pp. 233-244 ◽  
Author(s):  
Patricia L. Carrell
1988 ◽  
Vol 22 (4) ◽  
pp. 662
Author(s):  
Joel Walters ◽  
Patricia Carrell ◽  
Joanne Devine ◽  
David Eskey

2020 ◽  
Vol 13 (1) ◽  
pp. 79-113
Author(s):  
Farrah Neumann ◽  
Matthew Kanwit

AbstractSince many linguistic structures are variable (i. e. conveyed by multiple forms), building a second-language grammar critically involves developing sociolinguistic competence (Canale and Swain. 1980. Theoretical bases of communicative approaches to second language teaching and testing. Applied Linguistics 1(1). 1–47), including knowledge of contexts in which to use one form over another (Bayley and Langman. 2004. Variation in the group and the individual: Evidence from second language acquisition. International Review of Applied Linguistics in Language Teaching 42(4). 303–318). Consequently, researchers interested in such competence have increasingly analyzed the study-abroad context to gauge learners’ ability to approximate local norms following a stay abroad, due to the quality and quantity of input to which learners may gain access (Lafford. 2006. The effects of study abroad vs. classroom contexts on Spanish SLA: Old assumptions, new insights and future research directions. In Carol Klee & Timothy Face (eds.), Selected proceedings of the 7th conference on the acquisition of Spanish and Portuguese as first and second languages, 1–25. Somerville, MA: Cascadilla Proceedings Project). Nevertheless, the present study is the first to examine native or learner variation between imperative (e. g. ven ‘come’) and optative Spanish commands (e. g. que vengas ‘come’). We first performed a corpus analysis to determine the linguistic factors to manipulate in a contextualized task, which elicited commands from learners before and after four weeks abroad in Alcalá de Henares, Spain. Their overall rates of selection and predictive factors were compared to local native speakers (NSs) and a control group of at-home learners.Results revealed that the abroad learners more closely approached NS rates of selection following the stay abroad. Nonetheless, for both learner groups conditioning by independent variables only partially approximated the NS system, which was more complex than previously suggested.


1981 ◽  
Vol 14 (5) ◽  
pp. 415-422 ◽  
Author(s):  
Carol Hosenfeld ◽  
Vicki Arnold ◽  
Jeanne Kirchofer ◽  
Judith Laciura ◽  
Lucia Wilson

Author(s):  
Ivana Roncevic

In this study eye tracking software was used to analyse the ways in which university students, adult competent speakers of English at C1 level, process information when reading texts in the target language, and which strategies they use in order to summarise a given text. Research results point to four different reading techniques used by the participants in the study: partly selective fast linear, partly selective slow linear, selective structural and nonselective reading strategies. In comparison with previous research with reading tasks in L1, results show that readers take more time when reading in L2. In addition, there is a need for skill enhancement for the purpose of improved text structuring in reading tasks in the English language.


2018 ◽  
Vol 6 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Tim Wulf ◽  
Nicholas D. Bowman ◽  
Diana Rieger ◽  
John A. Velez ◽  
Johannes Breuer

This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.


Sign in / Sign up

Export Citation Format

Share Document