NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Yizhen Wang – Innovation in Language Learning and Teaching, 2025
Purpose: This study investigated the effects of an AR application (Civilisations AR) on EFL learners' oral proficiency in the dimensions of content, fluency, vocabulary, pronunciation, and grammar, as well as their attitudes and perceptions toward AR technology. Design: Utilizing a quasi-experiment, twenty-four EFL learners engaged in a…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Jing Cao; Haiyan Luo – Education and Information Technologies, 2025
This study investigated the effectiveness of a Virtual Reality (VR) intervention with integrated Electroencephalography (EEG) biofeedback (VR-EEG) in enhancing English as a Foreign Language (EFL) learner proficiency compared to a traditional classroom setting. Learners (N = 60) were randomly assigned to either the VR-EEG group or the traditional…
Descriptors: Computer Simulation, Diagnostic Tests, Teaching Methods, Conventional Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Xie, Ying; Chen, Yan; Ryder, Lan Hui – Computer Assisted Language Learning, 2021
This article reports a mixed-methods study about using virtual reality (VR) tools (Google Cardboard and Expeditions) for developing students' oral proficiency in learning Chinese as a second language. Twelve students role-played as tour guides for six locations throughout a semester: four of them with VR tools and two without. Data collection…
Descriptors: Electronic Learning, Computer Simulation, Foreign Countries, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning