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Jonathon Reinhardt (PhD, Penn State) is Professor of English Applied Linguistics and Second Language Acquisition and Teaching at the University of Arizona, where he teaches in the MATESL and PhD in SLAT programs. His primary research is second and foreign language teaching and learning with technology—especially via digital gaming and social media. Working with a dozen different languages, he has published over two dozen articles and chapters in handbooks, volumes, and journals such as Language Learning & Technology and CALICO Journal. He is the author of “Gameful Second and Foreign Language Teaching and Learning” (Palgrave, 2019). He has taught ESL in the USA, and EFL in Austria and Japan. 

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Courses
  • TESL
    Teaching English as a Second Language

  • TSLT
    Topics in Second Language Teaching

  • ES
    English Sociolinguistics

  • MTESOL
    Methods of Teaching English to Speakers of Other Languages

  • IEL
    Introduction to the English Language

  • MEG
    Modern English Grammar

  • ITSFLE
    Internet Technologies in Second/Foreign Language Education

Grants
  • Funding agency logo
    CAP: Partnerships for Indigenous Knowledge and Digital Literacies

    Principal Investigator (PI)

    2013

    $49.4K
Books
  • Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice

    2019

News
  • UArizona named No. 1 producer of Fulbright Scholars

    2023

  • Advancing the Digital Humanities

    2012

Publications (59)
Recent
  • Everyday technology-mediatized language learning: New opportunities and challenges

    2022

  • Autonomy in the Digital Wilds: Agency, Competence, and Self‐efficacy in the Development of L2 Digital Identities

    2022

  • Language Teacher Development in Digital Contexts. Language Learning & Language Teaching. Volume 57.

    2022

  • Developing online language teacher identities

    2022

  • Sharing stories around the digital campfire

    2022

  • Learnful L2 Gaming: The Wisdom of the Wild

    2021

  • Not all MMOs are created equal: A design-informed approach to the study of L2 learning in multiplayer online games

    2021

  • Twenty-five years of emerging technologies

    2021

  • Gaming as a critical language learning practice

    2020

  • Copyright© 2020 James York

    2020

  • 17 Digital Games as Language-Learning Environments

    2020

  • Metaphors for social media‐enhanced foreign language teaching and learning

    2020

  • Social media in second and foreign language teaching and learning: Blogs, wikis, and social networking

    2019

  • Social Media in Second and Foreign Language Teaching and Learning

    2019

  • Digital literacies as emergent multifarious repertoires

    2019

  • Social media in the L2 classroom: Everyday agency, awareness, and autonomy

    2018

  • Gameful second and foreign language teaching and learning: Theory, research, and practice

    2018

  • Social networking sites and language education

    2017

  • Digital gaming in L2 teaching and learning

    2017

  • Language socialization in digital contexts

    2017

  • Commentary: Preparing teachers for open L2TL: Frameworks for critical awareness and transformation

    2016

  • Metaphors for digital games and language learning

    2016

  • Game-informed L2 Teaching and Learning

    2014

  • Digital games as practices and texts: New literacies and genres in an L2 German classroom

    2014

  • Computer Games and Language Learning

    2014

  • SPECIAL ISSUE COMMENTARY DIGITAL GAME AND PLAY ACTIVITY IN L2 TEACHING AND LEARNING

    2014

  • Digital Game and Play Activity in L2 Teaching and Learning

    2014

  • Review of Computer Games and Language Learning

    2014

  • An applied genre analysis of office hours consultations

    2013

  • An ecological analysis of social networking site-mediated identity development

    2013

  • Using social network-mediated bridging activities to develop socio-pragmatic awareness in elementary Korean

    2013

  • Digital game-mediated foreign language teaching and learning: Myths, realities and opportunities

    2013

  • Accommodating divergent frameworks in analysis of technology-mediated L2 interaction

    2012

  • Language at play: Digital games in second and foreign language teaching and learning

    2012

  • Teaching Languages Online

    2012

  • Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice

    2012

  • Beyond comparisons: Frameworks for developing digital L2 literacies

    2011

  • Social networking in an intensive English program classroom: A language socialization perspective

    2011

  • Framework for game-enhanced materials development. Tucson, AZ: Center for Educational Resources in Culture

    2011

  • Learning to play: Re-thinking computer games in foreign language teaching and learning

    2011

  • Directives in office hour consultations: A corpus-informed investigation of learner and expert usage

    2010

  • The potential of corpus-informed L2 pedagogy

    2010

  • 9 Mediation as objectification in the development of professional academic discourse: a corpus

    2008

  • Mediation as objectification in the development of professional discourse: A corpus-informed curricular innovation

    2008

  • " Bridging Activities," New Media Literacies, and Advanced Foreign Language Proficiency

    2008

  • Negotiating meaningfulness: An enhanced perspective on interaction in computer—mediated foreign language learning environments

    2008

  • Center for Advanced Language Proficiency Education and Research Position paper October 2007

    2007

  • Directives usage by ITAs: An applied learner corpus analysis

    2007

  • SCMC, blogs & wikis: A manual for professional teacher development

    2007

  • Telekorp: The telecollaborative learner corpus of English and German

    2005

  • Instructor use on online language learning resources: A survey of socio-institutional and motivational factors

    2004

  • Aspects of advanced foreign language proficiency: Internet‐mediated German language play

    2004

  • Building web literacy skills

    2002

  • The Recycling Research Documentary: A Technology-Integrated Project; Computer Concordancing for ESP Materials; A Trip to Tahiti; Creating an ESL Computer-Mediated Class Memory …

    2002

  • Web integration: A model for task-based learning

    2000

  • How to Read a Webpage: An Internet Literacy Skills Project

    2000

  • opinions & perspectives

    1999

  • A web-integrated course: a shared perception?

    1999

  • Student attitudes towards Web-based learning: an action research project

    1999

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