Daniel Dixon
Assistant Professor Applied Linguistics and English as a Second Language- Specializations
• Language and Technology
• Computer-Assisted Language Learning
• Digital Games for L2 Learning
• Computer Programming (in Python), Natural Language Processing, and Software Development for Applied Linguistics Research and L2 Teaching
• Corpus Linguistics
• Research Methods
• L2 Assessment
- Biography
Dr. Daniel Dixon specializes in computer-assisted language learning (CALL) and more broadly, the domain of language and technology. In this domain, he investigates a variety of technologies, including natural language processing (NLP), and other digital platforms like video games. His research explores innovative ways that these digital technologies can be best leveraged for second language (L2) learning and applied linguistics research. In particular, he focuses on discourse in digital games and the linguistic variation that stems from their many designs and game mechanics using corpus linguistics tools and methods. In addition to exploring existing digital platforms, he has extensive experience developing digital tools and educational technology in Python and designing graphic user interfaces (GUIs) in Qt Designer.
At Georgia State University (GSU), he teaches courses in language and technology, research methods, and L2 assessment at the graduate (M.A. & Ph.D.) and undergraduate level. Before coming to GSU, he served as a Fulbright English Teaching Assistant in Brazil after which he became a faculty member at the University of Utah Asia Campus in Songdo, South Korea where he taught for several years. Dr. Dixon received his Ph.D. in Applied Linguistics from Northern Arizona University (NAU) and his M.A. in Linguistics from the University of Utah. Prior to his career in Applied Linguistics, he worked as a photojournalist in local television news in Salt Lake City, Utah as well as in Knoxville, Tennessee where he received his B.S. in Communications from the University of Tennessee.
- Publications
For a full list of Dr. Dixon’s publications, please visit his Google Scholar and Personal Website
Journals
Taguchi, N. & Dixon, D. H. (in press). A comparison of the effectiveness of feedback game mechanics for improving pragmatic knowledge of request-making in English. CALICO Journal.
Dixon, T. & Dixon, D. H. (in press). A simple methodology for identifying speech act tendencies: A case study of e-mail refusals. Applied Pragmatics.
Taguchi, N., Dixon, D. H., Qin, Y., & Cheng, Y. (2022). Pedagogic tasks in digital games: Effects of feedback conditions and individual characteristics on learning request-making. Language Teaching Research. https://doi.org/10.1177/13621688221110871
Dixon, D. H. (2022). The linguistic environments of digital games: A discriminant analysis of language use in game mechanics. CALICO Journal, 39(2), 150–171. https://doi.org/10.1558/cj.20860
Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game-based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1–25. https://doi.org/10125/73464
Dixon, T., Christison, M. A., Dixon, D. H., & Palmer, A. (2021). A meta-analysis of hybrid language instruction and call for future research. The Modern Language Journal, 105(4), 792–809. http://doi.org/10.1111/modl.12732
Book Chapters
Dixon, D. H. (2022). A methodological framework for analyzing the language in digital games. In M. Peterson & N. Jabbari (Eds.), Digital Games in Language Learning: Case Studies and Applications. Routledge. https://doi.org/10.4324/9781003240075
Isbell, D. R., Dixon, D. H., & Plonsky, L. (2022). Research methods at the intersection of technology and SLA: Advances and challenges. In N. Ziegler, & M. González-Lloret (Eds.), Handbook of SLA and technology (pp. 65–79). Routledge.
Dixon, D. H. & Christison, M.A. (2021). L2 gamers' use of learning and communication strategies in massively multiplayer online games (MMOs): An analysis of L2 interaction in virtual online environments. In Kelch, K. B., Byun, P., Safavi, S., & Cervantes, S. (Ed.), CALL Theory Applications for Online TESOL Education (pp. 296–321). IGI Global. https://doi.org/10.4018/978-1-7998-6609-1.ch013
Dixon, D. H., & Christison, M.A. (2018). The usefulness of massive multiplayer online role playing games (MMORPGs) as tools for promoting second language acquisition. In Perren, J., Kelch, K. B., Byun, J., Cervantes, S., & Safavi, S. (Eds.), Applications of CALL Theory in ESL and EFL Environments (pp. 244–268). IGI Global. https://doi.org/10.4018/978-1-5225-2933-0.ch014
Dixon, D. H. (2018). The use of technology in teaching pronunciation. In M.A. Christison & C. Broady (Eds.) Teaching Speaking and Pronunciation (Volume 3) The TESOL Encyclopedia of English Language Teaching. John Wiley & Sons. https://doi.org/10.1002/9781118784235.eelt0692
Other Publications
Dixon, D. H. (in press). The language in digital games: Register variation in virtual and real-world contexts. [Doctoral dissertation, Northern Arizona University]. ProQuest.
Dixon, T. & Dixon, D. H. (in press). Tell me what your collocates are and I will tell you who you are. In V. Viana (Ed.) Teaching English with Corpora: A Resource Book. Routledge.
Dixon, D. H. (2014). Leveling up language proficiency through massive multiplayer online role playing games [Master's Thesis]. The University of Utah. Available from https://collections.lib.utah.edu/details?id=197229