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Sangmin-Michelle Lee; Xiaoran Wang; Ilee Park; Riski Lestiono – Education and Information Technologies, 2024
While traditional English as a foreign language (EFL) classrooms often lack context and authenticity, immersive virtual reality (iVR) provides a valuable alternative opportunity to practice and acquire the target language in a replica of the real world. The present study used iVR ("Immerse") for communicative tasks and investigated how…
Descriptors: Situated Learning, Authentic Learning, Second Language Learning, English (Second Language)
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Naoko Taguchi; Elizabeth Hanks – Modern Language Journal, 2024
Research indicates that high-immersion virtual reality (VR) has several unique affordances for language learning that contribute to learning outcomes, such as boosting learners' confidence, engagement, and motivation. However, little is known about the extent to which VR promotes language skills, in particular learners' verbal interaction using a…
Descriptors: Second Language Learning, Electronic Learning, Computer Simulation, Educational Technology
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Cinamon Sunrise Bailey; Tolulope Famaye; Deepika Sistla; Katherine Mulholland – AERA Online Paper Repository, 2024
Adult immigrants, who are learning English in the U.S., often face challenges obtaining educational, social, and economic resources due to linguistic difficulties. These learners need additional access to real-world opportunities to use and practice English. This case study examines how two adults in the southeastern U.S. used a mobile augmented…
Descriptors: Computer Simulation, Handheld Devices, Educational Opportunities, Adult Students
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Gruber, Alice; Kaplan-Rakowski, Regina – Research-publishing.net, 2022
Virtual Reality (VR) offers language learners a valuable environment for practicing language skills and other aspects essential for language development, interaction, and negotiation of meaning. For example, speaking practice in VR using avatars can reduce speaking anxiety and increase users' sense of agency. Social spaces in VR present…
Descriptors: Computer Simulation, Verbal Communication, Nonverbal Communication, Second Language Learning
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Joey Ka-Yee Essoe; Nicco Reggente; Ai Aileen Ohno; Younji Hera Baek; John Dell'Italia; Jesse Rissman – npj Science of Learning, 2022
Memory is inherently context-dependent: internal and environmental cues become bound to learnt information, and the later absence of these cues can impair recall. Here, we developed an approach to leverage context-dependence to optimise learning of challenging, interference-prone material. While navigating through desktop virtual reality (VR)…
Descriptors: Memory, Context Effect, Cues, Computer Simulation
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Roberto Bacani Figueroa Jr.; Insung Jung – Australasian Journal of Educational Technology, 2025
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in this context. It specifically examined the responses of adult learners to this instructional strategy by…
Descriptors: Electronic Learning, Computer Simulation, English (Second Language), Second Language Learning
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Yao Ling; Mohamad S. Rasul; Marlissa Omar – Journal of Pedagogical Research, 2025
Virtual reality (VR) technology has attracted attention due to its advantages in educational fields, and its adoption in English learning can enhance students' learning outcomes. Thus, strengthening VR adoption is conducive to promote learning efficiency and improve the quality of English education. This study analyzes the factors affecting VR…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, Career and Technical Education
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Wu, Junjie Gavin; Miller, Lindsay; Huang, Qing; Wang, Minjuan – RELC Journal: A Journal of Language Teaching and Research, 2023
As an emerging technology, virtual reality (VR) is now being used in education, particularly with STEM-related learning. However, as with all pedagogical innovation, there is a lack of empirical research on the application of VR in situations where students are using it with their second language (L2) and existing studies generally rely on the use…
Descriptors: Computer Simulation, Foreign Countries, Nursing Students, College Students
Jennifer D. LaVanchy – ProQuest LLC, 2024
With a recent interest in virtual reality, educators have begun to explore how using technology can mitigate feelings of Foreign Language Anxiety, or FLA. For this dissertation, the author has co-created a virtual reality conversation scenario to test with novice and intermediate-level Spanish students at the University of Wyoming. The research…
Descriptors: Computer Simulation, Second Language Learning, Anxiety, Technology Uses in Education
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Bahari, Akbar – E-Learning and Digital Media, 2022
The emergence of newer educational technologies provides opportunities for computer-assisted language learning practitioners and software developers to capitalize on the affordances for the second language (L2) learning purposes. This article explored and brought together the reported affordances and challenges of virtual reality to teach the L2…
Descriptors: Affordances, Barriers, Language Skills, Computer Simulation
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Thrasher, Tricia – CALICO Journal, 2022
Research has noted that virtual reality (VR) environments can lessen language learners' foreign language anxiety (FLA). However, previous research has relied primarily on participants' qualitative opinions, leading to a lack of studies empirically assessing how VR impacts anxiety and, consequently, second language (L2) oral production. This pilot…
Descriptors: Computer Simulation, Second Language Learning, French, Anxiety
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Dhimolea, Tetyana Kucher; Kaplan-Rakowski, Regina; Lin, Lin – TechTrends: Linking Research and Practice to Improve Learning, 2022
Virtual reality (VR) can be beneficial for learning and for increasing learners' engagement and motivation. However, aggregations of studies on language learning in high-immersion VR are scarce. This paper offers a systematic review of existing research on VR-based language learning, encompassing 32 peer-reviewed studies published between 2015 and…
Descriptors: Literature Reviews, Educational Research, Computer Simulation, Second Language Learning
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Qiu, Xing-yue; Chiu, Chuang-Kai; Zhao, Lu-Lu; Sun, Cai-Feng; Chen, Shu-jie – Interactive Learning Environments, 2023
This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model's language types, research participants, learning devices, learning goals, research issues,…
Descriptors: Trend Analysis, Computer Simulation, Technology Uses in Education, Second Language Learning
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Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
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Karimi, Honeiah; Sañosa, David Joshua; Hernandez Rios, Kevin; Tran, Phoebe; Chun, Dorothy M.; Wang, Richert; Arya, Diana J. – CALICO Journal, 2023
The conceptualization of multiliteracies initiated by the New London Group (NLG, 1996) emphasized the situated nature of language use as a socially complex network of multimodal engagement. Inspired by this view of language and literacy, computer-assisted language learning and second language acquisition scholars have advocated for a broader scope…
Descriptors: Multiple Literacies, Computer Simulation, Affordances, Language Usage
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