Publications

2024

  1. Sequence Tagging Approach in Grammar Error Detection: Identifying Areas of Improvement for the State-of-the-Art
    Qiao Wang, and Zheng Yuan
    preprint, 2024
  2. Effectiveness of Large Language Models in Automated Evaluation of Argumentative Essays: Finetuning vs. Zero-Shot Prompting
    Qiao Wang, and John Gayed
    Computer Assisted Language Learning, 2024
  3. Assessing the Efficacy of Grammar Error Correction: A Human Evaluation Approach in the Japanese Context
    Qiao Wang, and Zheng Yuan
    Joint International Conference on Computational Linguistics, Language Resources and Evaluation (LREC-COLING), 2024
  4. Automated Generation of Multiple-Choice Cloze Questions for Assessing English Vocabulary Using GPT-turbo 3.5
    Qiao WangRalph RoseNaho Orita, and 1 more author
    arXiv preprint arXiv:2403.02078, 2024

2023

  1. Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review
    Ke LiMark PetersonQiao Wang, and 1 more author
    Computer Assisted Language Learning, 2023
  2. The role of computer games in Chinese students’ narrative writing: A case study with The Sims
    Qiao Wang, and Ke Li
    Osaka JALT Journal, Dec 2023
  3. The role of live transcripts in synchronous online L2 classrooms: Learning outcomes and learner perceptions
    Qiao Wang, and Yijun Chen
    Education and Information Technologies, Apr 2023
  4. A content-controlled monolingual comparable corpus approach to comparing learner and proficient argumentative writing
    Qiao WangLaurence Anthony, and Nurul Ihsan Arshad
    Research Methods in Applied Linguistics, Aug 2023
  5. The Use of Network-Based Virtual Worlds in Second Language Education: A Research Review
    Mark PetersonQiao Wang, and Maryam Sadat Mirzaei
    Dec 2023

2022

  1. The use of semantic similarity tools in automated content scoring of fact-based essays written by EFL learners
    Qiao Wang
    Education and Information Technologies, Jun 2022
  2. Evaluation Dataset of Multiple-Choice Cloze Items for Vocabulary Training and Testing
    Ralph L. RoseNaho OritaAyaka Sugawara, and 1 more author
    In Proceedings of the 2022 ACM International Joint Conference on Pervasive and Ubiquitous Computing , Sep 2022
  3. Out-of-school language learning through digital gaming: a case study from an activity theory perspective
    Ke LiMark Peterson, and Qiao Wang
    Computer Assisted Language Learning, May 2022
  4. A Review of Research on the Application of Digital Games in Foreign Language Education
    Mark Peterson, Jeremy White , Maryam Sadat Mirzaei, and 1 more author
    May 2022

2021

  1. Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study
    Ke LiMark Peterson, and Qiao Wang
    International Journal of Game-Based Learning, Jan 2021

2020

  1. The Role of Classroom-Situated Game-Based Language Learning in Promoting Students’ Communicative Competence
    Qiao Wang
    International Journal of Computer-Assisted Language Learning and Teaching, Apr 2020

2019

  1. Classroom intervention for integrating simulation games into language classrooms: An exploratory study with the SIMS 4
    Qiao Wang
    CALL-EJ, Apr 2019
  2. The Use of Network-Based Virtual Worlds in Second Language Education: A Research Review
    Mark PetersonQiao Wang, and Maryam Sadat Mirzaei
    Apr 2019