Frederik Cornillie

ORCID: 0000-0002-4820-7970
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • EFL/ESL Teaching and Learning
  • Educational Games and Gamification
  • Second Language Learning and Teaching
  • Innovative Teaching and Learning Methods
  • Second Language Acquisition and Learning
  • Intelligent Tutoring Systems and Adaptive Learning
  • Online Learning and Analytics
  • Speech and dialogue systems
  • Subtitles and Audiovisual Media
  • Natural Language Processing Techniques
  • Digital Games and Media
  • Mobile Learning in Education
  • Digital Communication and Language
  • Child Development and Digital Technology
  • Digital Storytelling and Education
  • Lexicography and Language Studies
  • Visual and Cognitive Learning Processes
  • Education and Technology Integration
  • Online and Blended Learning
  • Language, Discourse, Communication Strategies
  • Augmented Reality Applications
  • Education in Diverse Contexts
  • Cognitive and developmental aspects of mathematical skills
  • Human-Automation Interaction and Safety
  • Surgical Simulation and Training

IMEC
2010-2023

KU Leuven
2014-2023

Imec the Netherlands
2019-2020

Ghent University
2016

iMinds
2013-2016

An abstract is not available for this content so a preview has been provided. Please use the Get access link above information on how to content.

10.1017/s0958344012000134 article EN ReCALL 2012-09-01

Abstract For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive considered superior to non‐adaptive games, because they constantly assess children's performance, and accordingly adapt difficulty tasks corresponding individual level. However, empirical evidence regard effectivity adaptive compared is limited. A study was conducted 191 children from third year Kinder garten who were enrolled in one three conditions, that is, playing an...

10.1111/jcal.12416 article EN Journal of Computer Assisted Learning 2019-12-29

Abstract This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed language learning, with specific reference learners’ perceptions. Explicit and elaborate CF has potential increase understanding language, but might not be found useful game-based learning environment where primary focus learner is on meaningful interaction experiential learning. Also, as can perceived measure performance, it could harm perception competence. Eighty-three...

10.1017/s0958344012000146 article EN ReCALL 2012-09-01

Children differ in various aspects such as prior knowledge, learning pace, socio-economic status, interests etc. It has been argued that when we take these differences into account develop environments, children will benefit from it terms of outcomes, experience, and attitudes towards particular subjects. The emergence digital technologies accelerated the movement to create personalised environments. Although technology-mediated is promising, several challenges remain how should be...

10.1145/3397617.3398059 article EN 2020-06-21

In recent years, there has been a renewed interest in the use of digital games for purposes other than pure entertainment, including (formal) training and education. This paper examines cognitive benefits genre role-playing foreign language learning, with specific attention to role focus-on-form approaches language-directed feedback. Suggestions research are made, particular reference how formal properties learner perceptions feedback may mediate learning outcomes as well gameplay experience.

10.1016/j.sbspro.2012.02.011 article EN Procedia - Social and Behavioral Sciences 2012-01-01

Abstract Adaptive educational games provide new opportunities to train early numerical skills. However, empirical evidence for the effectiveness of adaptive is scarce. This study investigated an game compared a nonadaptive in terms cognitive, noncognitive and efficiency outcomes. In total, 84 children were randomly assigned condition which trained skills with version Number Sense Game (NSG), or they version. Early numeracy was evaluated before training, immediately after training 3 weeks...

10.1111/bjet.12957 article EN British Journal of Educational Technology 2020-05-22

This paper investigates the effects of watching an entire season a French series with streaming service Netflix in out-of-classroom context. University Dutch-speaking low- to high-intermediate learners were divided into two groups: control group who only took tests (N = 37) and treatment 65). Learners watched six episodes glossed captions provided by Chrome extension Language Learning (i.e., they could access meaning words whenever wanted) within maximum 21 days. We examined learners'...

10.1080/09588221.2021.1899244 article EN Computer Assisted Language Learning 2021-05-28

This study investigates incidental vocabulary learning through captioned or subtitled videos and examines whether how different learner- (prior knowledge) word-related factors (i.e., frequency of occurrence, cognateness, imagery) influence gains from watching videos. Low-intermediate Dutch-speaking learners French (N=86) took part in a four week intervention program. They were assigned to subtitles group, captions control group (who only the tests). Vocabulary was measured by means form...

10.1558/cj.39370 article EN CALICO Journal 2020-10-30

The use of educational games for teaching and training is nowadays well-known, although its effectiveness in terms learning motivation has not been firmly corroborated. A first reason this that research on instructional design often does reach the fields game development design. Consequently, principles have proven to be effective are incorporated games. second mixed results can found way instruction such offered. To our knowledge, rarely account individual differences between players...

10.5430/ijhe.v2n2p106 article EN International Journal of Higher Education 2013-05-02

Automatic recognition of non-native speech is problematic.A key challenge in developing spoken CALL systems to design exercises that enable learning but which are still technically feasible.This especially applies intended for practicing grammar.In the current paper we focus on issue matching and technology.On one hand testing technology modules determine what feasible.On other use this knowledge designing a system pronunciation grammar.

10.21437/slate.2009-15 article EN 2009-09-03

Adaptive learning systems have received an increasing attention as they enable to provide personalized instructions tailored the behaviors and needs of individual learners. In order reach this goal, it is desired assessment system, monitoring each learner's ability change in real time. The Elo Rating System (ERS), a popular scoring algorithm for paired competitions, has recently been considered fast flexible method that can assess progress online environments. However, argued standard ERS...

10.3389/fpsyg.2019.00620 article EN cc-by Frontiers in Psychology 2019-03-29

Mobile technologies are increasingly finding their way into classroom practice. While these can create opportunities that may facilitate learning, including the learning of a second or foreign language (L2), full potential new media often remains underexploited. A case in point concerns tablet applications for practice: while tablets allow writing, as pen-and-paper exercises, current typically offer multiple-choice exercises fill-in-the-blank require typing and tapping. This change medium...

10.3916/c50-2017-05 article ES Comunicar 2016-11-09

In the digital wilds, thriving storytelling practices (often in transcultural and multilingual contexts) share with Maker culture a belief learning through doing, bricolage, collaboration, playfulness. Key examples are fanfiction, form of creative writing that transforms popular media some way, interactive fiction, nonlinear narrative verges on world gaming. This paper documents pedagogical intervention carried out within FanTALES project, which leverages meaning-making from order to develop...

10.1558/cj.41119 article EN CALICO Journal 2021-01-29

Abstract At a time when many language teachers are looking for research‐based teaching materials that can be modified to support their students in online or digital learning, existing and assessment developed through European grant‐funded projects provide valuable ready‐to‐use resources. This paper reports on the published forthcoming by FanTALES group multilingual interactive storytelling low‐to‐high intermediate level learners, more specifically, B1 according Common Framework of Reference...

10.1111/flan.12467 article EN Foreign Language Annals 2020-06-01
Coming Soon ...