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Showing 1 to 15 of 31 results Save | Export
Moneera Abdulaziz Alsubaihi – ProQuest LLC, 2024
Societies are increasingly aware of the need to connect and communicate globally. Thus, navigating diverse cultural contexts becomes critical, which necessitates intercultural competence--the skill of effective communication and understanding across cultures. As the digital age reshapes our interactions, online learning platforms have emerged as…
Descriptors: Electronic Learning, Language Acquisition, Learning Activities, Intercultural Communication
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Sabina Nowak; Regina Kaplan-Rakowski – International Journal on E-Learning, 2024
This study investigates subjective vitality (SV) within the context of high-immersion virtual reality (VR) and video-based language learning. Within the framework of a blended learning curriculum, English as a Foreign Language (EFL) students (N = 111) participated in a relaxing language learning activity delivered via VR or video. This study…
Descriptors: Relaxation Training, Computer Simulation, Video Technology, Learning Activities
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Chiu-Jung Chen; Pei-Lin Liu – Educational Technology & Society, 2025
This research examined the possibility of using Immersive Virtual Reality (IVR), Content and Language Integrated Learning (CLIL), and Total Physical Response (TPR) as a new method of teaching English as a Foreign Language (EFL) students. This study sought to explore the potential benefits of this integration of methodologies in order to facilitate…
Descriptors: Computer Simulation, Second Language Learning, Teaching Methods, English (Second Language)
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Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
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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
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Annamalai, Nagaletchimee; Uthayakumaran, Arulselvi; Zyoud, Samer H. – Education and Information Technologies, 2023
AR and VR are new introductions in many developing countries, including Malaysia. The present study conducted a qualitative case study with 23 high school teachers and investigated their perceptions of AR and VR in English language teaching and learning activities. A semi-structured interview was employed to collect the data. The data was analysed…
Descriptors: Foreign Countries, High School Teachers, English (Second Language), Second Language Instruction
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Kohnke, Lucas – SpringerBriefs in Education, 2023
This book provides strategies, tools, and best practices for incorporating microlearning in English language teaching. It aims to help teachers create and deliver microlearning mechanisms that are optimized for mobile learning. This book also draws on relevant literature and the author's first-hand experience designing microlearning activities for…
Descriptors: Educational Technology, English (Second Language), Second Language Instruction, Artificial Intelligence
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Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
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Lee, Eshani N.; Nealy, Schetema; Cruz, Laura – Chemistry Education Research and Practice, 2023
The unforeseen shift to virtual learning during the COVID-19 pandemic required instructors and students to face unprecedented learning challenges. Under these circumstances, Chinese international students who intended to come to the U.S. to begin their studies were required to remotely access their courses while still residing in China, which…
Descriptors: Foreign Students, Asians, Computer Simulation, Laboratory Experiments
Hoda Ahmed Yousry Mohammed – Online Submission, 2024
The aim of the current study is to investigate the effect of using life wide learning approach on developing English language Fluency for prep. stage students in the official Language Schools. The study adopted the one-group pre-post experimental design, with a pre-post fluency test along with a triangulation method that integrates both…
Descriptors: English (Second Language), Second Language Learning, Language Fluency, Learning Processes
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Shadiev, Rustam; Wu, Ting-Ting; Huang, Yueh-Min – ReCALL, 2020
A vocabulary acquisition learning activity was designed and a learning system featuring image-to-text recognition technology to support the activity was developed. The effectiveness of the system with regard to facilitating vocabulary acquisition was tested. The perceptions of learners toward this tool and the affordances of the system for…
Descriptors: Vocabulary Development, Pretests Posttests, Comparative Analysis, Russian
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Wang, Chien-pang; Lan, Yu-Ju; Tseng, Wen-Ta; Lin, Yen-Ting R.; Gupta, Kao Chia-Ling – Computer Assisted Language Learning, 2020
The 3D virtual worlds (3DVWs) were widely used for language learning in the past two decades. Although numerous research studies acknowledged the affordance, a full-scale investigation that discussed how they can be applied to language learning with substantial evidence of effect sizes were not presented. Thus, this analysis aimed to synthesize…
Descriptors: Computer Simulation, Second Language Learning, Affordances, Effect Size
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Bonner, Euan; Reinders, Hayo – Teaching English with Technology, 2018
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
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