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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Ho Xue Li Shirley; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Virtual and augmented reality have grown in popularity as learning tools in the workplace in recent years. This study looks at how corporate learners perceive the use of extended reality technology in the workplace. Corporate learners utilise a variety of learning technologies, and their opinions of these resources have an impact on their adoption…
Descriptors: Employee Attitudes, Workplace Learning, Simulated Environment, Computer Simulation
Sangmin-Michelle Lee; Junjie Gavin Wu – International Journal of Computer-Assisted Language Learning and Teaching, 2023
Immersive virtual reality (iVR), an emerging technology, is starting to lead and shape the future of education. Yet, due to technical, financial, or pedagogical reasons, this novel technology has been seldom applied directly in classroom teaching by language learners and teachers. The present study attempts to contribute a qualitative…
Descriptors: Computer Simulation, Preservice Teachers, Student Attitudes, Second Language Instruction
Baoxin Feng; Lee-Luan Ng – International Journal of Computer-Assisted Language Learning and Teaching, 2024
This study aims to investigate whether VR-assisted language learning facilitates EFL learners' vocabulary learning and memory retention. One hundred seventy-seven Chinese undergraduate EFL learners were divided into VRG (VR-assisted instruction group) and CIG (conventional instruction group). Participants in the VRG (n = 75) were provided with…
Descriptors: Computer Simulation, Language Acquisition, Undergraduate Students, English Language Learners
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
Palalas, Agnieszka; Wark, Norine – International Journal of Computer-Assisted Language Learning and Teaching, 2020
Mobile technology melds the mobile learner's authentic real and virtual worlds, enabling increasingly untethered personalized, learner-determined language learning opportunities. This article introduces an evidence-based framework founded upon cumulative findings from a number of the authors' recent and ongoing research projects. This framework…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
Salomão, Ana Cristina Biondo – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Virtual Exchange (VE) has grown out of telecollaboration, which originated in the language-teaching field and has now expanded to all areas of knowledge as a collaborative methodology to enhance learning and fostering soft skills and intercultural competences. VE has recently received growing interest from higher education institutions due to the…
Descriptors: Computer Mediated Communication, Second Language Learning, Second Language Instruction, Cooperative Learning
Berti, Margherita; Maranzana, Stefano; Monzingo, Jacob – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In virtual reality, language learners can experience the foreign culture by exploring authentic and contextualized learning environments. To date, there is a lack of studies investigating the use of highly immersive virtual reality for cultural understanding as well as learners' attitudes toward its implementation in the language classroom. This…
Descriptors: Cultural Awareness, Stereotypes, Italian, Second Language Learning
Pack, Austin; Barrett, Alex; Liang, Hai-Ning; Monteiro, Diego Vilela – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study investigates English language learner (ELL) perceptions of using a prototype virtual reality learning environment (VRLE) designed for teaching and learning writing structure. A mixed-methods approach was used, incorporating pre- and post-participation questionnaires, as well as semi-structured interviews. Participants consisted of 10…
Descriptors: English for Academic Purposes, Second Language Learning, Second Language Instruction, Computer Simulation
Thomas, Michael; Schneider, Christel – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article is based on findings arising from a large, two-year EU project entitled "Creating Machinima to Enhance Online Language Learning and Teaching" (CAMELOT), which was the first to investigate the potential of machinima, a form of virtual filmmaking that uses screen captures to record activity in immersive 3D environments, for…
Descriptors: Foreign Countries, Online Courses, Second Language Instruction, Teaching Methods
Egbert, Joy L.; Shahrokni, Seyed Abdollah; Zhang, Xue; Yahia, Intissar Ahmed; Borysenko, Nataliia; Mohamed, Adnan F. Saad; Herman, David; Lopez-Lopez, Sonia; Ezeh, Chioma; Aljarih, Faraj – International Journal of Computer-Assisted Language Learning and Teaching, 2018
The body of research on CALL tasks and topics grows daily; however, there are still a number of areas that are underrepresented in the literature. While there are many gaps in the CALL research to address, this article specifically focuses on eight gaps, chosen because of their perceived importance in improving CALL evidence and research practices…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Wan, Au Thien; San, Leong Yat; Omar, Mohammad Saiful – International Journal of Computer-Assisted Language Learning and Teaching, 2018
The purpose of this article was to evaluate the effectiveness of using mobile augmented reality (AR) instructional material for Year 10 science students in a secondary school in Brunei Darussalam. Specific learning styles were identified for the control and the experimental groups. A mobile AR application of instructional material was developed…
Descriptors: Science Instruction, Chemistry, Secondary School Students, Secondary School Science
Nadeem, Nahla Helmy – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Student engagement is a multidimensional construct that includes four distinct, though interrelated, aspects: behavioral, emotional, agentive, and cognitive engagement. The present study investigates students' perceptions about the impact of Padlet as a learning and assessment tool on the four aspects of class engagement. Padlet is a virtual wall…
Descriptors: Student Attitudes, Case Studies, Learning Processes, Computer Simulation
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
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)