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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
Liao, Jian; Lu, Xiaofei – Language Learning & Technology, 2018
The importance of authentic communicative practices in foreign language (FL) learning has long been recognized. However, most FL learners lack adequate access to authentic communicative environments in the target language. In this article, we propose the use of telepresence robots as a potential solution to bridge this gap. Telepresence robots can…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
Martínez-Sáez, Antonio; Corral-Esteban, Avelino; Vinagre-Laranjeira, Margarita – Research-publishing.net, 2018
With the integration of new technologies in the foreign language classroom, the practice of collaborative writing has gained renewed attention, although some questions still remain unanswered regarding the extent to which these tools help learners in their writing when compared to more traditional learning contexts (Elola & Oskoz, 2010). In…
Descriptors: Collaborative Writing, Undergraduate Students, English (Second Language), Second Language Learning
Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei – Universal Journal of Educational Research, 2016
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
Descriptors: Semi Structured Interviews, Schemata (Cognition), Teaching Methods, Curriculum Design
Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
Lawrence, Geoff; Ahmed, Farhana – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of 'Karelia Kondor,' an avatar-learner and teacher of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
Sultana, Shaila; Dovchin, Sender – International Multilingual Research Journal, 2017
Based on virtual conversations drawn from two separate intensive ethnographic studies in Bangladesh and Mongolia, we show that popular cultural texts play a significant role in young adults' heteroglossic language practices. On the one hand, they borrow voices from cultural texts and cross the boundaries of language, i.e., codes, modes, and…
Descriptors: Popular Culture, Second Language Learning, Language Usage, Self Concept
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Zejda, David; Canoy, Ellery – International Journal for Talent Development and Creativity, 2015
Classrooms no longer mean a room full of students, sitting on school desks, while listening intently to an instructor lecture before them. Technology has long changed that view of education. Videoconferencing and 3D Virtual Reality (VR) are discussed in the first section of the paper with emphasis on application for educational purposes. Relevant…
Descriptors: Videoconferencing, Computer Simulation, Second Language Learning, English (Second Language)
Solimani, Elahe; Ameri-Golestan, Ahmad; Lotfi, Ahmadreza – International Journal of Instruction, 2019
This study sought to probe the effect of two non-conventional instructions namely Flipped Classroom Model (FCM) vs. Unplugged Classroom Model (UCM) on Iranian EFL learners' oral proficiency. Therefore, 90 upper-intermediates were randomly assigned to two experimental groups and one control group (30 each). The FCM and UCM participants were…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Teaching Methods
Lan, Yu-Ju; Liao, Chia-Ying – Innovation in Language Learning and Teaching, 2018
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
Descriptors: Listening Comprehension, Second Language Learning, Second Language Instruction, Interviews
Fathali, Somayeh; Okada, Takeshi – Australasian Journal of Educational Technology, 2018
One of the crucial issues for successful technology-enhanced out-of-class language learning (OCLL) is the learners' continuance intention to use technology. Considering the strong mutual relationship between learners' intention and motivation, the present study extended the technology acceptance model (TAM) with the self-determination theory (SDT)…
Descriptors: Self Determination, Independent Study, Information Technology, Correlation
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Al-Jarf, Reima – Online Submission, 2020
An English teacher uses Skype to connect his high school students in an Indian village with international teachers to help them interact and converse with them in English. Each international teacher interacts with the students in English once for 40 minutes. The teacher does that daily, and each day an international guest teacher is from a…
Descriptors: Foreign Countries, Social Media, Social Networks, Videoconferencing

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