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Junjie Gavin Wu; Danyang Zhang; Sangmin Michelle Lee – IEEE Transactions on Learning Technologies, 2024
The emergence of the Metaverse, supported by innovative technologies, especially extended reality, has opened up new possibilities for various fields of education. Some disciplines like STEM have already derived significant benefits from the immersive, interactive, and authentic learning opportunities afforded by the Metaverse. In contrast, only…
Descriptors: Simulated Environment, Computer Simulation, Technology Uses in Education, Second Language Instruction
Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
Yalun Zhou; Rahul Divekar – TechTrends: Linking Research and Practice to Improve Learning, 2025
The integration of design thinking with extended reality (XR) and artificial intelligence (AI) offers transformative potential for second language (L2) learning by providing immersive, interactive, and personalized experiences. Despite significant advancements in XR and AI technologies, their practical integration within formal language education…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Simulation
Laily Nurlina; Akhmad Fauzan; Irma Galuh Prameswari; Aiman Saniwae – Educational Process: International Journal, 2025
Background/purpose: This study utilizes Artificial Intelligence (AI) and Augmented Reality (AR) to improve the intercultural literacy of foreign students communicating in Indonesia through the integration of technology and local wisdom. By integrating AI and AR, a digital book is developed for Indonesian Language for Foreign Students (in…
Descriptors: Foreign Countries, Foreign Students, Artificial Intelligence, Physical Environment
Saifon Songsiengchai; Jenerae Damnil – International Journal of Education and Literacy Studies, 2025
The objectives of this research were to (1) Develop the lesson plans by using a Flipped Classroom through a 3D Virtual classroom with Metaverse Spatial, (2) Compare the grammar achievement after implementing a Flipped Classroom through a 3D Virtual classroom with Metaverse Spatial, and (3) Explore the students' satisfaction for using a 3D virtual…
Descriptors: Foreign Countries, Flipped Classroom, Online Courses, Computer Simulation
Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
Hung, Cheng-Yu; Lin, Yen-Ting; Yu, Shih-Jou; Sun, Jerry Chih-Yuan – Journal of Computer Assisted Learning, 2023
Background: Previous research has examined the use of augmented reality (AR) and virtual reality (VR) in English language teaching. However, to the best of our knowledge, none of the earlier studies that investigated integrating AR and VR "wearables" into teaching and learning English based on the attention, relevance, confidence, and…
Descriptors: Computer Simulation, Simulated Environment, Assistive Technology, Second Language Learning
Pegrum, Mark – Research-publishing.net, 2021
Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Educational Benefits
Dilobarkhon Azimova; Dilyorjon Solidjonov – Online Submission, 2023
The use of augmented reality (AR) in teaching English as a second language is examined in this article. Traditional language teaching techniques sometimes fall short of engaging students and offering real-world applications, which results in boredom and slow development. Through the use of augmented reality (AR) technology, digital content can be…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Physical Environment
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
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
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
Pack, Austin; Barrett, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Virtual reality (VR) has garnered increasing attention as a pedagogical tool for language learning. Yet, despite the many affordances of using virtual reality learning environments (VRLEs), there remains a paucity of research investigating the use of VRLEs for English for academic purposes (EAP). While BALEAP '19 conference presentations related…
Descriptors: Computer Simulation, Simulated Environment, English for Academic Purposes, Second Language Instruction
Rustam Shadiev; Qiwei Liang – Innovation in Language Learning and Teaching, 2024
Augmented Reality (AR) has gained significant attention in the field of language learning. This study conducted a systematic review of research on AR-supported language learning published between 2008 and 2022. Thirty articles were selected based on specific inclusion and exclusion criteria, and analyzed using an analytical framework with the…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Handheld Devices
Blyth, Carl – Foreign Language Annals, 2018
This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…
Descriptors: Second Language Instruction, Second Language Learning, Technology Uses in Education, Computer Simulation

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