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Lin, Yi-Hsuan – Taiwan Journal of TESOL, 2023
Local tour guides' English speaking competence determines inbound international tourists' travel experiences. This study investigated student tour guides' English learning by adopting role-play tasks. The communicative tasks were designed to explore how real interactions prepared English as Foreign Language (EFL) learners to become cultural…
Descriptors: Tourism, English (Second Language), Second Language Learning, Second Language Instruction
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Lee, Lan-Ting; Cheng, Shu Hui; Lin, Chii-Jeng; Chi, Mei Hung; Lee, I Hui; Yang, Yen Kuang – Health Education Journal, 2018
Objective: Communication skills are important, but the evaluation of these skills in the medical curriculum remains inconsistent. The aim of this study was to explore the relationship between the communication skills scores of junior medical students following curricula with different module evaluations and the clinical interview performance of…
Descriptors: Medical Students, Communication Skills, Psychiatry, Interviews
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Wu, Yi-Ju Ariel; Lan, Yu-Ju; Huang, Sin-Bao Paul; Lin, Yen-Ting R. – Educational Technology & Society, 2019
This study explores the effects of how collaborating in a virtual world (VW) enhanced learners' healthcare professional-patient communicative skills, including physician-patient and inter-professional communication in medical discourse. Through a quasi-experimental design case study, 47 Taiwanese Freshman English students from a College of…
Descriptors: Computer Simulation, Communication Skills, Interpersonal Communication, Medical Students
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Wu, Yinyin – Taiwan Journal of TESOL, 2019
Back-interpreting practice refers to interpreting the translated version of a speech back to its source language. The learning opportunities provided by backinterpreting practice can be explained by Swain's (1985) comprehensible output hypothesis, Laufer and Hulstijn's (2001) involvement load hypothesis, and Schmidt's (1990) noticing hypothesis.…
Descriptors: Chinese, Role Playing, English (Second Language), Second Language Learning
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Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
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Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
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Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
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Yen, Yen-Chen; Hou, Huei-Tse; Chang, Kuo En – Computer Assisted Language Learning, 2015
English as a foreign language (EFL) instruction faces many challenges in Asia because of many cultural and environmental factors, such as the lack of interactive speaking environments, emphasis placed on test scores, and foreign language anxiety. The purpose of this research is to conduct an EFL instructional course by integrating Facebook…
Descriptors: Role Playing, English (Second Language), Second Language Learning, Content Analysis
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Tseng, Jun-Jie; Tsai, Ya-Hsun; Chao, Rih-Chang – Australasian Journal of Educational Technology, 2013
Three-dimensional (3-D) multi-user virtual environments (3-D MUVEs) have been used to provide language learners with realistic scenarios in which verbal and non-verbal interactions are simulated. However, little is known of the underlying factors that shape interaction in avatar-based virtual worlds. This study examined the perceptions of 38…
Descriptors: Computer Simulation, Second Language Instruction, Chinese, Second Language Learning
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Hsu, Shang Hwa; Wen, Ming-Hui; Wu, Muh-Cherng – Computers & Education, 2009
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study…
Descriptors: Personality Traits, College Students, Games, Role Playing
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Lee, Yu-Yuan – Journal of Educational Technology, 2008
This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning…
Descriptors: Second Language Learning, Metacognition, Learning Strategies, Role Playing
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Chen, Yuanshan – English Language Teaching, 2009
In Taiwan, pragmatic competence has often been a neglected area in English education. Learners may be linguistically competent, but do not know how to use L2 appropriately. Through the teaching of complaint behaviors, the author demonstrates how pragmatic components can be incorporated into a college-level language classroom. After the…
Descriptors: Student Attitudes, Second Language Learning, Language Teachers, Second Language Instruction