Applied Linguistics -- Computer Assisted Language Learning (CALL) -- Corpus Linguistics Tools and Methods
Discourse in Digital Games & Game-Based Learning -- Educational Technology
Generative AI & Natural Language Processing -- Research Methods
Taguchi, N., Dixon, D. H., Qin, Y., & Cheng, Y. (2025). Pedagogic tasks in digital games: Effects of feedback conditions and individual characteristics on learning request-making. Language Teaching Research, 29(5), 2177–2203. https://doi.org/10.1177/13621688221110871
Cox, A., Dixon, D. H., & Dixon, T. (2025). Vocabulary List Generator: A digital tool to generate frequency-based word lists adjusted for dispersion. Research Methods in Applied Linguistics 4(1). https://doi.org/10.1016/j.rmal.2025.100180
Dixon, D. H. (2024). Measuring the linguistic similarity of discourse from open-world role-playing games to the real world through an additive multidimensional analysis. Register Studies, 6(1), 1–30. https://doi.org/10.1075/rs.23001.dix
Dixon, D. H. (2024). Introducing the Single Player Offline Game Corpus (SPOC): A corpus of seven registers from digital role-playing games. Corpora, 19(1), 107-122. https://doi.org/10.3366/cor.2024.0300
Dixon, T. & Dixon, D. H. (2024). A simple methodology for identifying speech act tendencies: A case study of e-mail refusals. Applied Pragmatics, 6(1), 60–85. https://doi.org/10.1075/ap.21011.dix
Taguchi, N. & Dixon, D. H. (2023). Game-Informed Approach to Teaching Request-Making in English: A Comparison of Feedback Mechanics. CALICO Journal, 40(2), 153–177. https://doi.org/10.1558/cj.21176
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. http://hdl.handle.net/10125/73464
Dixon, T., Christison, M., 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. https://doi.org/10.1111/modl.12732
Dixon, D. H. & Zheng, Y. (2025). Artificial intelligence (AI) and digital game-based language learning and teaching (DGBLLT). In L. McCallum and D. Tafozoli (Eds.) The Palgrave Encyclopedia of Computer-Assisted Language Learning. Palgrave. https://doi.org/10.1007/978-3-031-51447-0_106-1
Dixon, D. H. & Vegel, A. (2025). Game mechanics and design features for digital game-based language learning and teaching (DGBLLT). In L. McCallum and D. Tafozoli (Eds.) The Palgrave Encyclopedia of Computer-Assisted Language Learning. Palgrave. https://doi.org/10.1007/978-3-031-51447-0_121-1
Dixon, D. H. (2023). 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 (pp. 52–73). Routledge. https://doi.org/10.4324/9781003240075-4
Dixon, T. & Dixon, D. H. (2022). 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. https://www.taylorfrancis.com/chapters/edit/10.4324/b22833-26/tell-collocates-tell-t%C3%BClay-dixon-daniel-dixon
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. https://doi.org/10.4324/9781351117586-7
Dixon, D. H. & Christison, M. (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. (Eds.), 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. (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. 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
Dixon, D. H. (2022). The language in digital games: Register variation in virtual and real-world contexts. [Doctoral dissertation, Northern Arizona University]. ProQuest. Available from https://www.proquest.com/docview/2703973035/A13FCC138E6A4861PQ/1
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
World Languages 360 AI Grants (2025-2026): ReaL2Chat, Engineering GenAI to Empower Recently Immigrated English Learners with Meaningful and Engaging Language Practice for Higher Education and Career Readiness (with YouJin Kim). https://worldlanguages360.org/2025/05/14/announcing-the-recipients-of-our-2025-grants/
The Cambridge English Funded Research Programme (FRP) (2024-2025): Generative AI for Supporting Recently Immigrated English Learners’ L2 Development through Alignment: The Role of Task Input Complexity and Interaction Modalities (with YouJin Kim, Robin Cathey). https://support.cambridgeenglish.org/hc/en-gb/sections/115000201906-Cambridge-English-Funded-Research-Programme
Program in Research on the Challenges of Acquiring Language & Literacy, Seed Grant (2024-2025): Generative AI for Supporting Recently Immigrated English Learners’ Language Development through Alignment: The Role of Input Complexity and Learner Proficiency (with YouJin Kim, Robin Cathey). https://researchlanglit.gsu.edu/
Northern Arizona University Presidential Fellowship (2018 - 2022)
Fulbright English Teaching Assistantship (2014): Universidade Federal de Mato Grosso, Cuiabá, Brazil (2014). https://us.fulbrightonline.org/countries/western-hemisphere/brazil/1628
Second Language Teaching and Research Grant (2013): University of Utah
Dixon, D. H. (2025, June 20). Developing task-based generative AI agents for L2 learning: The effects of prompt engineering on the linguistics complexity of agents. Korea Association of Multimedia-Assisted Language Learning (KAMALL). https://www.kamall.or.kr/
Dixon, D. H. (2025, April 22). Task-Based GenAI for Supporting Recently Immigrated English Learners: Effects on Learner Linguistic Complexity. The Harvard Graduate School of Education. https://www.gse.harvard.edu/
Dixon, D. H. (2024, March 6). Computer Assisted Language Learning: L2 Learning with Digital Games. Invited talk at Montclair State University Department of Linguistics. https://www.montclair.edu/linguistics/
Dixon, D. H. (2023, October 12). Second Language Acquisition and Technology. Invited talk at Winona State University Applied Linguistics Program. https://www2.winona.edu/english/applied-linguistics.asp
Dixon, D. H. (2023, April 13). Digital games and second language learning. Invited talk at the University of Utah, Department of Writing and Rhetoric Studies. https://writing.utah.edu/
Dixon, D. H. (2023, April 4). Drawing on digital game designs and mechanics to develop innovative educational technology for second language learning. Invited talk at New York State Teachers of English to Speakers of Other Languages (NYS TESOL). https://nystesol.org/
Dixon, D. H. (2022, December 7). Exploring the Linguistic Environments of Digital Games using Corpus Linguistics Tools and Methods. Invited talk at Northern Arizona University, Flagstaff, AZ.
Dixon, D. H. (2022, November 15). Language and Computers: The Power of Python for Research and Teaching in Applied Linguistics. Invited talk for the Linguistics Society at Georgia State University, Atlanta, GA.
Dixon, D. H. & Dixon, T. (2022, April). L2 learning and research in the digital wilds. Invited talk for the Computer-Assisted Language Learning (CALL) Club at Arizona State University, Tempe, AZ. https://youtu.be/W_vwCJGskOA
Kim, Y., Dixon, D. H., & Cathey, R. (2025, September 26-28). Does the linguistic complexity of GenAI agents' output impact students' performance across different task types? [Paper presentation]. Second Language Research Forum (SLRF) 2025, Northern Arizona University, Flagstaff, AZ. https://drive.google.com/file/d/1tOZDknWpXMEuRWNF5l_iJ8W1Hiw_KBRf/view
Dixon, D. H., Kim, YJ., Kim, YM., Cathey, R., & Soussumi, G. (2025, May 27-31). The development of ‘ReaL2Chat’, a GenAI TBLT chatbot platform: Prompt engineering for tasks designed with communicative goals and effects on learning outcomes [Paper presentation]. Computer Assisted Language Instruction Consortium (CALICO), San Diego, CA. https://calico.org/calico-2025/
Kim, YJ., Dixon, D. H., Kim, YM, & Cathey, R. (2025, April 2–4). Task Performance with Generative AI as an Interlocutor: Task Complexity, Task Type, and Student Perceptions [Paper presentation]. The Task-Based Language Teaching (TBLT) Conference (TBLT 2025). The University, of Groningen, the Netherlands. https://www.rug.nl/research/clcg/research/nld2017/tblt2025/?lang=en
Dixon, D. H., Kim, YJ., Kim, YM., & Cathey, R. (2025, March 22–25). Effects of a customized GenAI platform on the writing development of recently immigrated English learners [Paper presentation]. American Association for Applied Linguistics (AAAL 2025). Denver, CO. https://www.aaal.org/events/aaal-2025-conference---denver-colorado
Chen, C., Zheng, Y., & Dixon, D.H. (2025, March 22–25). The effects of integrating Generative AI prompt engineering on L2 writing quality and learner perceptions. [Paper presentation]. American Association for Applied Linguistics (AAAL 2025). Denver, CO. https://www.aaal.org/events/aaal-2025-conference---denver-colorado
Jordan, J., Dixon, D. H., & Kim, YM. (2025, March 22–25). Defining “rhetoric” in second language writing contexts: A corpus-based approach. American Association for Applied Linguistics (AAAL 2025). Denver, CO. https://www.aaal.org/events/aaal-2025-conference---denver-colorado
Cox, A., Dixon, D. H., & Dixon, T. (2025, March 22–25). Introducing a vocabulary list tool accounting for frequency and dispersion. [Paper presentation]. American Association for Applied Linguistics (AAAL 2025). Denver, CO. https://www.aaal.org/events/aaal-2025-conference---denver-colorado
Dixon, D. H. (2024, September 13–15) Empirical Investigations of Language Use and Variation in Digital Game Registers and a Call for Future Research [Paper presentation]. The American Association for Corpus Linguistics Conference (AACL 2024). The University of Oregon, Eugene, OR. https://sites.google.com/view/aacl-2024/
Dixon, T., Dixon, D. H., & Brown, S. (2024, September 13–15). Introducing the Historical Academic Writing Corpus [Paper presentation]. The American Association for Corpus Linguistics Conference (AACL 2024). The University of Oregon, Eugene, OR. https://sites.google.com/view/aacl-2024/
Dixon, D. H., Kim, YJ., Kim, YM., & Cathey, R. (2024, May 23). Generative AI for Supporting Recently Immigrated English Learners’ L2 Lexical Development: Linguistic Alignment, Lexical Complexity, and Learner Perceptions [Paper presentation]. Computer Assisted Language Instruction Consortium (CALICO), Pittsburgh, PA. https://calico.org/conference-2024/
Dixon, D. H., Dixon, T., Christison, M., & Palmer, A. (2024, May 25). The Design and Development of Introduction to Research Methods App (IRMA): Educational Technology for Supporting New Researchers in Applied Linguistics [Technology showcase]. Computer Assisted Language Instruction Consortium (CALICO), Pittsburgh, PA. https://calico.org/conference-2024/
Poole, F., York, J., Kappes, J., & Dixon, D. H. (2024, May 24). Games for Language Learning: Connecting Industry, Research, and Practice [Panel discussion]. Computer Assisted Language Instruction Consortium (CALICO), Pittsburgh, PA. https://calico.org/conference-2024/
Jordan, J. & Dixon, D. H. (2023, October 26–28). Defining "rhetoric" in second language writing: A corpus-based approach [Paper presentation]. The Symposium on Second Language Writing (SSLW), Arizona State University, Tempe, Arizona. https://pmatsuda.net/sslw/
Dixon, D. H. (2023, June 10). Measuring the Transferability of Discourse from Open-World Role-Playing Games to Real-World Contexts Through an Additive Multidimensional Analysis [Paper presentation]. Computer Assisted Language Instruction Consortium (CALICO), University of Minneapolis, Minnesota, https://calico.org/conference-2023.
Dixon, D. H. (2023, March 18–21). The language in digital games: Register variation in virtual and real-world contexts [Paper presentation]. American Association for Applied Linguistics (AAAL), Portland, OR. https://www.aaal.org/events/aaal-2023-conference---portland-oregon
Taguchi, N., Dixon, D. H., Qin, Y., & Cheng, Y. (2022, September 12–14). Digital game-based pedagogic tasks for learning request-making: Effects of proficiency and motivation on learning outcomes [Paper presentation]. Pragmatics & Language Learning. https://nflrc.hawaii.edu/events/view/pll2022/
Dixon, D. H. (2022, May 31–June 4). A methodological framework for analyzing the language in digital games [Paper presentation]. Computer Assisted Language Instruction Consortium (CALICO), Seattle, WA. https://calico.org/calico-conference-2022/
Taguchi, N. & Dixon, D.H. (2022, May 31–June 4). A Comparison of the effectiveness of feedback game mechanics for learning request-making in English [Paper presentation]. Computer Assisted Language Instruction Consortium (CALICO), Seattle, WA. https://calico.org/calico-conference-2022/
Dixon, D. H. & Dixon, T. (2022, March 22–25). Second language gains through digital game-based language learning: A meta-analysis [Paper presentation]. TESOL International Convention, Pittsburgh, PA. https://www.tesol.org/convention-2022
Palmer, A., Christison, M., Dixon, D. H., & Dixon T. (2022, March 19–22). Toward more equity in research methodology training: Educating beginning researchers using digital applications [Paper presentation]. American Association for Applied Linguistics (AAAL), Pittsburgh, PA. https://www.aaal.org/events/2022-aaal-conference
Dixon, T., Christison, M., Dixon, D. H., & Palmer, A. (2021, November 19–21). A meta-analysis of hybrid language instruction and call for future research [Paper presentation]. ACTFL Virtual Convention. Recorded video link: https://youtu.be/IkmIs-F0fFw
Dixon, D. H. (2021, October). A Methodological Framework for Analyzing the Language in Digital Games [Paper presentation]. AZCALL, Arizona State University, Tempe, AZ. Recorded video link: https://youtu.be/5NabEW1kB2A
Palmer, A., Dixon, D. H., Christison, M., & Dixon, T. (2021, August 15–21). Using digital technology to educate language teachers about the design, development, and use of research in applied linguistic [Focused multimodal presentation]. International Association of Applied Linguistics (AILA), Groningen, the Netherlands.
Dixon, D. H., Dixon, T., & Jordan, E. (2020, October 23–25). Language gains in commercial digital game-based language learning: A meta-analysis [Paper presentation]. Second Language Research Forum (SLRF). Vanderbilt University. https://my.vanderbilt.edu/slrf2020/
Palmer, A., Dixon, D. H., Christison, M., & Dixon, T. (2020). Justifying the Design and Use of Research in Applied Linguistics. American Association of Applied Linguistics (AAAL), Denver, CO. (Conference canceled).
Dixon, D. H. (2020, February 29). The structural and functional characteristics of formulaic language in digital games [Paper presentation]. Northern Arizona University Peaks Interdisciplinary Conference, Flagstaff, AZ.
Palmer, A., Dixon, D. H., Christison, M., & Dixon, T. (2019, November). Justifying the design, development, and use of research in applied linguistics. Paper presented at Linguistics Colloquium at the University of Utah, Salt Lake City, UT
Dixon, D. H. (2019, October). The effect of game mechanics on linguistic environments in virtual worlds [Paper presentation]. AZCALL. Arizona State University, Tempe, AZ. https://sites.google.com/view/azcallconference/home
Dixon, D. H. (2019, March 30). The authenticity of the language in videogames compared to the real-world [Paper presentation]. Inaugural Southwest Florida TESOL. March 30, 2019. Florida Gulf Coast University.
Dixon, D. H. (2019, March 9). Game mechanics and the linguistic environments within [Paper presentation]. Northern Arizona University Peaks Interdisciplinary Conference, Flagstaff, AZ.
Palmer, A., Christison, M., & Dixon, D. H. (2018, July 2–6). Discovery learning and the contribution of software to teaching language test design and development [Roundtable presentation]. Language Testing Research Colloquium (LTRC), Auckland, New Zealand.
Palmer A. & Dixon, D. H. (2017, June 2) Test-ifize: Software for assessment design and instruction. Fundamental Considerations in Language Testing: An International Conference in Honor of Lyle F. Bachman, Salt Lake Community College, Salt Lake City, Utah.
Palmer A., & Dixon. D.H. (2016, June 22). Test-ifize: Software for assessment design and instruction [Software demonstration]. Language Testing Research Colloquium (LTRC), Palermo, Italy.
Rose, P. & Dixon, D. H. (2015, March 6). Mobile devices in the classroom: From distraction to creative thinking. A presentation at Korea Council of Overseas Schools, Incheon, South Korea.
Palmer, A., Bachman, L., & Dixon, D. H. (2014, June 2–7). Using an Assessment Use Argument to develop language tests and justify their use [Workshop]. Language Testing Research Colloquium (LTRC), Amsterdam, Netherlands.