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Showing 136 to 150 of 621 results Save | Export
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Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
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Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
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DeWitt, Dorothy; Chan, Suet Fong; Loban, Rhett – Educational Technology Research and Development, 2022
Intercultural communicative competence (ICC) is the ability to interact and communicate appropriately with people from different cultures. The lack of ICC among non-native speakers has resulted in misunderstandings during interactions. Although Malaysia is a multicultural country, there has not been much emphasis in developing ICC in the…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Cultural Awareness
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Chun, Dorothy M.; Karimi, Honeiah; Sañosa, David Joshua – CALICO Journal, 2022
In line with the 2021 CALICO Conference theme "Global realities," we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Computer Assisted Instruction
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Belda-Medina, Jose – Teaching English with Technology, 2022
Several studies have been published to date about the use of Augmented Reality (AR) as a breakthrough technology in education, but most of them focused on the impact of using prepackaged information on student motivation and engagement. This paper analyzes the affordances and limitations of AR in second language learning, emphasizing its potential…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Learning
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Geng, Xuewang; Yamada, Masanori – International Association for Development of the Information Society, 2019
Recently, the number of learners of Japanese as a foreign language (JFL) has been increasing. In Japanese language acquisition, compound verbs (verbs that are composed of two verbs, e.g., tobikomu 'jump into') are frequently used in daily life; these present difficulties, including unclarity of combination and opacity of meaning. Matsuda (2001)…
Descriptors: Second Language Learning, Japanese, Schemata (Cognition), Verbs
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Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
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Pack, Austin; Barrett, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Virtual reality (VR) has garnered increasing attention as a pedagogical tool for language learning. Yet, despite the many affordances of using virtual reality learning environments (VRLEs), there remains a paucity of research investigating the use of VRLEs for English for academic purposes (EAP). While BALEAP '19 conference presentations related…
Descriptors: Computer Simulation, Simulated Environment, English for Academic Purposes, Second Language Instruction
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Karacan, Cemil Gökhan; Akoglu, Kemal – Shanlax International Journal of Education, 2021
The purpose of this paper is to present a review of Augmented Reality (AR) technology as an educational tool for foreign language education. Following a short yet comprehensive literature review, the paper reviews educational AR technology in terms of learning theories, learning pedagogies, teachers, students, culture, infrastructure, and…
Descriptors: Educational Technology, Technology Integration, Computer Simulation, Handheld Devices
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Chen, Ching-Huei; Hung, Hsiu-Ting; Yeh, Hui-Chin – Journal of Computer Assisted Learning, 2021
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into…
Descriptors: Problem Based Learning, English for Special Purposes, Second Language Learning, Computer Simulation
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Chen, Julian ChengChiang – Australian Review of Applied Linguistics, 2021
This study intends to examine English as a foreign language (EFL) learners' attitudes toward practicing English in Second Life (SL) and to unpack the effects of avatar identities on EFL learners' sense of self-efficacy and language practices. Nine EFL learners worldwide participated in a task-based course in SL, using avatars to carry out…
Descriptors: Computer Simulation, Identification (Psychology), Self Efficacy, Language Usage
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Jauregi-Ondarra, Kristi; Gruber, Alice; Canto, Silvia – Research-publishing.net, 2021
Social Virtual Reality (VR) applications enable real-time interpersonal conversation and allow users to perform activities together. They have the potential of changing the ways learners practise speaking a foreign language. Following a previous study (Jauregi Ondarra, Gruber, & Canto, 2020), we designed the present study to explore how…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Computer Simulation
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Stephan Caspar – CALICO Journal, 2021
Adult learners benefit from a playful approach to learning (Whitton, 2018). Similarly, students experiencing immersive learning using virtual reality headsets can benefit from a playful and exploratory approach to language and culture learning (Arnold, 1979), which includes the opportunity to experiment and create content using accessible,…
Descriptors: Experiential Learning, Computer Simulation, Second Language Learning, Creative Activities
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Khodabandeh, Farzaneh – International Journal of Educational Technology in Higher Education, 2022
During the past decade, Virtual reality (VR)-enhanced education has been adopted as a pedagogically new learning approach to smooth the learning progress. With the rise of VR-enhanced activities, investigating the effect of personality types of EFL learners on their writing performance to use VR-based instruction for learning may be a crucial…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Personality Traits
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Palalas, Agnieszka; Wark, Norine – International Journal of Computer-Assisted Language Learning and Teaching, 2020
Mobile technology melds the mobile learner's authentic real and virtual worlds, enabling increasingly untethered personalized, learner-determined language learning opportunities. This article introduces an evidence-based framework founded upon cumulative findings from a number of the authors' recent and ongoing research projects. This framework…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
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