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Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
Iraal, Xavier Levon – ProQuest LLC, 2023
Stakeholders at DoD language training organizations seek to improve foreign language learner test scores. The method selected for the researched organization was to add foreign language immersive virtual reality games into the learning environment at the current institute. Earlier studies provided evidence of other organizations pursuing similar…
Descriptors: Second Language Programs, Second Language Learning, Second Language Instruction, Armed Forces
Mohammad Rayyan; Nimer Abusalim; Sarah Alshanmy; Sharif Alghazo; Ghaleb Rababah – Electronic Journal of e-Learning, 2023
The fusion of education with the digital world is still a developing and crucial phenomenon, especially in light of the growth of metaverse applications and the lingering effects of pandemic-induced educational changes. Learning about the efficacy of platforms like Gather.town becomes increasingly important in this situation. This study explores…
Descriptors: Discussion (Teaching Technique), Technology Uses in Education, Computer Simulation, Electronic Learning
Windsor, Ryan John – Smart Learning Environments, 2021
This paper outlines and describes the effectiveness of a virtual learning environment (VLE) as a grammar learning resource for first year students at a university in southern China over two academic years. The resource, named the Independent Grammar Study Scheme (IGSS), offered short grammar exercises that were completed over a 14-week period by…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Mariusz Kruk – Second Language Learning and Teaching, 2021
This book focuses on the dynamic relationships among individual difference (ID) variables (i.e., willingness to communicate, motivation, language anxiety and boredom) in learning English as a foreign language in the virtual world Second Life. The theoretical part provides an overview of selected issues related to the four ID factors in question…
Descriptors: English (Second Language), Second Language Learning, Electronic Learning, Computer Simulation
Chen-Chen Liu; Yu Guo; Gwo-Jen Hwang; Yun-Fang Tu; Zhiqiang Wang – Interactive Learning Environments, 2024
Reading comprehension is critical and challenging for the English learning process. EFL (English as Foreign Language) learners often do not understand the meaning of the text due to the lack of an authentic learning context. This easily leads learners to read literally without deeply understanding. To address this issue, an article-structure…
Descriptors: Video Technology, Computer Simulation, English (Second Language), Reading Comprehension
Silvana Domaz – ProQuest LLC, 2020
In the last decade, the educational field, in general, has experienced increasing interest in applying augmented reality (AR) for educational purposes. Studies have shown that when AR is effectively applied in education, it can increase students' learning interest and concentration (Zhang et al., 2014), reduce cognitive overload (Bower et al.,…
Descriptors: Computer Simulation, Educational Technology, Peer Relationship, Interpersonal Communication
Suzumura, Nana – Language Assessment Quarterly, 2022
The present study is part of a larger mixed methods project that investigated the speaking section of the Advanced Placement (AP) Japanese Language and Culture Exam. It investigated assumptions for the evaluation inference through a content analysis of test taker responses. Results of the content analysis were integrated with those of a many-facet…
Descriptors: Content Analysis, Test Wiseness, Advanced Placement, Computer Assisted Testing
Sally Wu, Yu-Han; Alan Hung, Shao-Ting – Journal of Educational Computing Research, 2022
Virtual Reality (VR) has been used to enhance EFL learners' speaking skills due to its immersive and interactive features. This study thus investigated the effects of VR on elementary school students' English-speaking performance and such affective variables as their willingness to communicate (WTC) and learning autonomy. Fifty-six EFL sixth…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Elementary School Students
Hatmanto, Endro Dwi; Pratolo, Bambang Widi; Intansari, Mariska – English Language Teaching Educational Journal, 2023
The emergence of Metaverse, a three-dimensional virtual space that enables users to interact in computer-generated environments, has opened up new possibilities for language learning and instruction. This study explored the pedagogical potential and transformative effects of incorporating Metaverse environments in English language teaching, with a…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
Paul Richards – Language Learning & Technology, 2024
This study experimentally investigated the effectiveness of feedback on learner refusals in a computer-simulated academic advising session. Ninety participants were assigned to one of three conditions: implicit feedback, explicit feedback, and comparison group. Oral and written discourse completion tasks (DCTs) were administered in a pretest…
Descriptors: Feedback (Response), Computer Simulation, Academic Advising, Pretests Posttests
Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
Geng, Xuewang; Yamada, Masanori – International Association for Development of the Information Society, 2020
In recent years, several studies have provided evidence for the positive impact of augmented reality in language acquisition. In particular, augmented reality as a multimedia learning environment has been found to be potentially more effective than learning using traditional methods, such as paper-based textbooks. According to the cognitive theory…
Descriptors: Computer Simulation, Educational Technology, Difficulty Level, Cognitive Processes
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control

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