Lincoln Bain
Biographic Data
| ID | 5435187 |
|---|---|
| NAME | Lincoln Bain |
| GIVEN NAMES | Lincoln |
| FAMILY NAME | Bain |
| SIGNATURE | BAIN L |
| AFFILIATIONS | Doctoral Program in Second Language Acquisition and Teaching (SLAT) University of Arizona Tucson Arizona USA |
| ORCID | 0009-0005-5613-0976 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Digital games and gaming in language learning and teaching
As digital or video gaming has grown in popularity around the globe in the last few decades, attention to its potential as a means to learn L2s (second, foreign, or additional languages) has grown, as evidenced by an increase in academic journal-based treatment of research in DGBELLT (digital game-based and enhanced second/foreign language learning and teaching), alongside monographs and edited volumes. To identify common findings and research tr…
Perceptions of place‐based pedagogies in language education through the lens of K‐16 teachers
Place‐based education focuses on leveraging places, contexts, and environments to connect students meaningfully with their own communities and those they are studying. Guided by place‐based learning theory within the context of language learning, this study examined how 154 US‐based K‐16 language educators perceived place and space, and how they understood and implemented place‐based pedagogies (PBP) in their teaching practices. The study employe…
No prominent works on this page.
Perceptions of place‐based pedagogies in language education through the lens of K‐16 teachers
Place‐based education focuses on leveraging places, contexts, and environments to connect students meaningfully with their own communities and those they are studying. Guided by place‐based learning theory within the context of language learning, this study examined how 154 US‐based K‐16 language educators perceived place and space, and how they understood and implemented place‐based pedagogies (PBP) in their teaching practices. The study employe…
Digital games and gaming in language learning and teaching
As digital or video gaming has grown in popularity around the globe in the last few decades, attention to its potential as a means to learn L2s (second, foreign, or additional languages) has grown, as evidenced by an increase in academic journal-based treatment of research in DGBELLT (digital game-based and enhanced second/foreign language learning and teaching), alongside monographs and edited volumes. To identify common findings and research tr…
Bridging (networking (1 work) · Context (archaeology (1 work) · Context effect (1 work) · Education Systems and Policy (1 work) · Educational Games and Gamification (1 work) · Field (mathematics (1 work) · Foreign language (1 work) · Game-Based Learning (1 work) · Geography Education and Pedagogy (1 work) · Globe (1 work)