intrinsicmotivationMobile-AssistedLanguageLearning(MALL)FlippedLearningSecondLanguageAcquisition(SLA)cognitiontranslanguagingorder ofacquisitionEnglish forSpecificPurposes(ESP)English forAcademicPurposes(EAP)ArtificialIntelligence(AI)interactionhypothesisoutputEnglish as aMedium ofInstruction(EMI)macroskillsContent andLanguageIntegratedLearning(CLIL)assessmentCommunicativeLanguageTeaching (CLT)productapproachinputgamificationEnglish asa SecondLanguage(ESL)English asa ForeignLanguage(EFL)Computer-AssistedLanguageLearning(CALL)processapproachintrinsicmotivationMobile-AssistedLanguageLearning(MALL)FlippedLearningSecondLanguageAcquisition(SLA)cognitiontranslanguagingorder ofacquisitionEnglish forSpecificPurposes(ESP)English forAcademicPurposes(EAP)ArtificialIntelligence(AI)interactionhypothesisoutputEnglish as aMedium ofInstruction(EMI)macroskillsContent andLanguageIntegratedLearning(CLIL)assessmentCommunicativeLanguageTeaching (CLT)productapproachinputgamificationEnglish asa SecondLanguage(ESL)English asa ForeignLanguage(EFL)Computer-AssistedLanguageLearning(CALL)processapproach

(Some) SLA Terms & Concepts Bingo - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. intrinsic motivation
  2. Mobile-Assisted Language Learning (MALL)
  3. Flipped Learning
  4. Second Language Acquisition (SLA)
  5. cognition
  6. translanguaging
  7. order of acquisition
  8. English for Specific Purposes (ESP)
  9. English for Academic Purposes (EAP)
  10. Artificial Intelligence (AI)
  11. interaction hypothesis
  12. output
  13. English as a Medium of Instruction (EMI)
  14. macro skills
  15. Content and Language Integrated Learning (CLIL)
  16. assessment
  17. Communicative Language Teaching (CLT)
  18. product approach
  19. input
  20. gamification
  21. English as a Second Language (ESL)
  22. English as a Foreign Language (EFL)
  23. Computer-Assisted Language Learning (CALL)
  24. process approach