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Showing 1 to 15 of 19 results Save | Export
Ukera-Kajoh, Betty – ProQuest LLC, 2023
Foreign language education in the United States has historically produced poor outcomes, with very few language learners achieving communicative competence. The increasing global demand for multilingual professionals makes the issue a salient one. The purpose of this basic qualitative study was to explore the perspectives of U.S. middle school…
Descriptors: Second Language Instruction, Middle School Teachers, Language Teachers, Spanish
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Nafiseh Salehi – Discover Education, 2025
In order for educators to be highly effective, they must be aware of how technology can enhance the teaching and learning process. Recently, augmented reality (AR) technology has gained significant attention and been widely adopted across disciplines. The aim of this study was to explore junior high school English teachers' perspectives and…
Descriptors: Vocabulary Development, Teaching Methods, Simulated Environment, Junior High School Teachers
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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
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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
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Karaman, Fatma – International Journal of Contemporary Educational Research, 2023
The developments in technology bring to mind the questions of how the acquisitions and contents of the curriculum in the foreign language teaching process can be transferred to the students in a more effective and permanent way and which methods and technological opportunities can be used in the education process, revealing that different…
Descriptors: German, Second Language Learning, Second Language Instruction, Computer Simulation
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Juhee Lee; Yujung Ko – Education and Information Technologies, 2025
Metaverse technology is becoming increasingly popular in educational environments around the world. However, before it is widely applied in public education for adolescents learning English as a foreign language (EFL), it is crucial to assess its effectiveness in comparison to traditional teaching approaches. Our study involved 336 seventh-grade…
Descriptors: Middle School Students, Middle School Teachers, English (Second Language), Second Language Learning
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Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
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Nia Rohayati; Ida Hodiyah; Iis Marwan – Eurasian Journal of Applied Linguistics, 2022
The objectives of this study were to determine the development process of three-dimensional Virtual Reality (3-D VR) model design and its application for learning languages in junior high schools undertaking training in Pencak silat, the Indonesian traditional martial art. This study adopted the R&D research design, with data collected from 30…
Descriptors: Computer Simulation, Teaching Methods, Second Language Instruction, Second Language Learning
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Tour, Ekaterina; Gindidis, Maria; Newton, Anne – Innovation in Language Learning and Teaching, 2021
Teaching digital literacies as social practices is challenging for many English as an Additional Language (EAL) practitioners. There is not much research that offers effective approaches and specific examples. Drawing on the '3D' model (Green [2002]. "A Literacy Project of Our Own." "English in Australia" 134: 25-32), this…
Descriptors: Technological Literacy, Experiential Learning, Story Telling, Electronic Mail
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Tai, Tzu-Yu; Chen, Howard Hao-Jan – Journal of Educational Computing Research, 2021
Virtual reality via mobile-rendered head-mounted displays (MVR) has emerged as a valuable language learning tool. However, research has yet to fully access its effects on English as a Foreign Language (EFL) listening. Therefore, this study investigated the impact of MVR on EFL learners' listening comprehension. Seventy-two seventh graders in…
Descriptors: Computer Simulation, Simulated Environment, Instructional Effectiveness, English (Second Language)
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Lan, Yu-Ju; Lyu, Bo-Ning; Chin, Chee Kuen – Language Learning & Technology, 2019
This study aimed at enhancing the Mandarin essay writing by learners of Chinese as a second language (CSL) in Singapore by using authentic contexts in Second Life (SL). The participants were students in two classes of eighth graders from a junior high school in Singapore, and the study lasted for 5 weeks. A quasiexperimental design was adopted by…
Descriptors: Mandarin Chinese, Second Language Instruction, Essays, Grade 8
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Rosinta Uli Nuarsih – Journal of English Teaching, 2018
This article reports how simulation strategy applied to improve student's speaking skill. The participants were 36 students of State Junior High School 1 Citeureup, Kranggan, West Java. For about two months they were taught speaking using simulation strategy. The instruments used were speaking test and observation. The data were analyzed using the…
Descriptors: Action Research, Oral Language, Teaching Methods, Junior High School Students
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Sharifi, Akram; Ghanizadeh, Afsaneh; Jahedizadeh, Safoura – International Electronic Journal of Elementary Education, 2017
The present study delved into a language learning model in the domain of English as a foreign language (EFL), i.e., simulation. The term simulation is used to describe the activity of producing conditions which are similar to real ones. We hypothesized that simulation plays a role in middle school students' perceptions of classroom activities…
Descriptors: Middle School Students, Experimental Groups, Student Attitudes, Class Activities
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