José Ramón Calvo-Ferrer

José Ramón Calvo-Ferrer
University of Alicante | UA · Departamento de Filología inglesa

Lecturer

About

39
Publications
13,699
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492
Citations
Additional affiliations
September 2014 - October 2015
Universidad Católica San Antonio de Murcia
Position
  • Lecturer
October 2008 - present
University of Alicante
Position
  • Lecturer

Publications

Publications (39)
Article
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical stud...
Article
Full-text available
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language (Brown, 1993). The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios, i.e. knowledge of correct re...
Article
Although the “digital natives” theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes is to be an...
Article
Full-text available
Vocabulary learning has been traditionally considered central to second language learning. It may take place either intentionally, by means of deliberate attempts to commit factual information to memory, or incidentally, as a consequence of other cognitive processes involving comprehension. Video games, which have been extensively employed in educa...
Article
Full-text available
Throughout history, it has been often hypothesised on the reasons underlying game and play. Whatever the theoretical framework, it seems obvious that both games and video games are played upon the premise that they provide players with enjoyment and fun. Different authors have suggested that video games are optimal tools in education, since they en...
Article
Full-text available
La adquisición de competencias en la formación universitaria es clave para preparar a los estudiantes para los desafíos actuales del mercado laboral y las demandas de la sociedad. En el ámbito de la formación de traductores, el desarrollo de la competencia traductora se destaca como un aspecto fundamental, donde la preparación académica y la prácti...
Article
Full-text available
Native Spanish speakers commonly confuse third person singular possessive determiners when making gender agreements, which is considered an error-prone grammatical feature because there are syntactic differences in their use between English and Spanish. This study conducted an elicited production task to explore whether proficiency in English affec...
Article
Full-text available
El concepto de competencia posee gran relevancia tanto en el Espacio Europeo de Educación Superior como en traductología, donde distintos estudios han intentado explicar las distintas destrezas operativas que subyacen a la práctica de la traducción. Sin embargo, pese a la existencia de numerosas investigaciones acerca de los lenguajes de especialid...
Article
Pese a la creencia de que la información escrita se procesa de manera más efectiva a través de materiales impresos, estudios recientes indican que el uso continuado de dispositivos digitales de lectura puede haber minimizado las diferencias entre un medio y otro. Considerando que no es extraño encontrar profesionales que recomiendan imprimir lo tra...
Article
Full-text available
Recent advances in Artificial Intelligence (AI) and machine learning have paved the way for the increasing adoption of chatbots in language learning. Research published to date has mostly focused on chatbot accuracy and chatbot–human communication from students’ or in-service teachers’ perspectives. This study aims to examine the knowledge, level o...
Article
Full-text available
Although the use of Augmented Reality (AR) in language learning has increased over the last two decades, there is still little research on the preparation of pre-service teachers as AR content creators. This paper focuses on analyzing the digital competence and attitudes of teacher candidates to integrate AR in the foreign language classroom. For t...
Article
Full-text available
Como resultado de la pandemia generada por la covid-19, las instituciones edu­cativas pasaron a impartir sus clases de manera remota durante las que el alumnado optó, de forma mayoritaria, por mantener apagada la cámara web, provocando desmotivación e incertidumbre entre el profesorado. Los distintos estudios que investigan este comportamiento pres...
Article
Full-text available
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education. It...
Article
Full-text available
El desarrollo de nuevos y sobrevenidos espacios de enseñanza virtuales como consecuencia de la COVID-19 ha revelado urgencias formativas en entornos educativos cambiantes. Así, los docentes se han visto necesitados, en el paso de lo presencial a lo virtual, de recursos y conocimientos tecnológicos apropiados para poder alcanzar los objetivos de apr...
Chapter
Full-text available
Due to their prominent position as tools for entertainment, video games have been steadily introduced in educational settings. Also, in an attempt to infuse pedagogy into gaming scenarios, there has been a growth in the design and implementation of video games for teaching and training. However, whereas several authors state that games are effectiv...
Conference Paper
One of the salient problems in translator and interpreter training is the heterogeneous proficiency levels in the second language classroom. Complaints about lack of linguistic skills at early stages are common amongst teachers at tertiary levels. Whatever the case, there is an evident ambiguity in determining the students' proficiency level as a r...
Book
Full-text available
La localización de videojuegos es un ámbito de gran relevancia en el mundo profesional actual, puesto que está creciendo prácticamente al mismo ritmo que la gran industria en la que se engloba, lo cual pone de manifiesto la necesidad de contar con profesionales conocedores de las complejidades de la práctica localizadora. La presente obra tiene com...
Chapter
Full-text available
RESUMEN Partiendo de la Red 2952,"El inglés jurídico, su traducción y el género", la cual en el curso académico 2013-14 constató la discrepancia entre la conciencia de género en el alumnado y su traslación en la redacción de textos en inglés jurídico-administrativo y su traducción al español, la Red 4127 (desarrollada en el presente curso académico...
Article
The pervasive use of technology has changed dramatically how we create meaning and interact with one another. Smartphones, tablets and laptops have equipped us with a plethora of applications that we can use creatively to communicate in ever more effective ways. We can now have a text-based conversation on our devices with photos, web links (possib...
Article
Full-text available
Video games are believed to efficiently teach contents and skills, allowing long-lasting learning (Rama et al., 2012) and to increase students' motivation and engagement (Martens et al., 2004). This study aims to measure both the degree of student satisfaction in L2 terminology acquisition through a video game and how it affects the way L2 students...
Article
Full-text available
This paper introduces a pedagogical proposal for the development of writing skills based on the analysis of multi-genre structures (AMS). The objective of this AMS model is to help teachers design genres that may be used in the language classroom. This genre analysis can be performed with software tools for corpus analysis. This study is based on a...
Article
Full-text available
Video games are believed to efficiently teach contents and skills, allowing long-lasting learning (Rama et al., 2012) and to increase students' motivation and engagement (Martens et al., 2004). This study aims to measure both the degree of student satisfaction in L2 terminology acquisition through a video game and how it affects the way L2 students...
Article
Full-text available
El presente artículo tiene como objeto analizar los distintos factores que conforman la traducción de un End User License Agreement al español y examinar las peculiaridades lingüísticas que se originan durante dicho proceso y que permiten al lector identificar el texto resultante como un producto extraño en lugar de como un texto surgido de forma o...
Book
Lexical research plays a central role in present-day linguistics. Thanks to its ability to combine the traditional humanistic approach with state-of-the-art linguistic theory, it quickly responds to the demands of a constantly changing society, which requires scholars to provide answers to challenges in the field of translation, language teaching a...
Patent
Serious Videogame - Translation Software
Article
Full-text available
El estudio del argot y la creatividad lingüística en general ha ocupado una posición central en la lingüística moderna, especialmente desde los estudios de traducción. El trabajo que sigue es una aproximación a las máximas de las escuelas lingüísticas y de la escuela de polisistemas para intentar dilucidar el tratamiento que la traducción del compo...

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