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Showing 1 to 15 of 22 results Save | Export
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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Hisao Fukumoto; Tomoki Kamio; Toshihiro Matsuo; Takayuki Nitta; Hideki Shimada; Masashi Ohchi; Hideaki Itoh – IEEE Transactions on Education, 2025
Contribution: A remote laboratory system for induction motors was developed in this study. By creating an original simulated induction motor, the structure of the motor can be observed, and the current and magnetic flux can be measured safely. Background: Electrical machinery has little appeal to young engineers. Such machinery deals with…
Descriptors: Engines, Laboratories, Distance Education, Computer Simulation
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Rui Zhu – Educational Technology & Society, 2024
With an increase in interactions with non-human agents, understanding and forecasting the consequences of human interactions with them have become increasingly crucial. The present study focused on a subset of non-human agents known as virtual characters. To investigate whether people respond in the same way to a virtual character as they do to a…
Descriptors: Foreign Countries, College Students, Computer Simulation, Interpersonal Relationship
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Adam Dabrowski; Stuart McLean; Christopher Nicklin – Language Learning & Technology, 2024
Three modes of deliberate vocabulary study were investigated to determine how well they assisted learners' recall of the meaning of target concrete nouns. Two modes of tablet-based augmented reality, one context-independent (AR1) and one context-dependent (AR2), were compared with each other and with paper-based word cards (WC) in the deliberate…
Descriptors: Vocabulary Development, Nouns, Tablet Computers, Computer Simulation
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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
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Hirata, Yoko – Interactive Technology and Smart Education, 2023
Purpose: This study aims to explore if and to what extent an online avatar-assisted virtual classroom can work to alleviate groups of Japanese university students' anxiety around giving spoken presentations. It also explores how to create a more inclusive language learning environment and encourage interaction between the students in the virtual…
Descriptors: Foreign Countries, Virtual Classrooms, College Students, Anxiety
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Jirajittra Higgins – Journal of International Students, 2024
With increasing global interconnectivity, effective cross-cultural interaction has become crucial for global citizens. However, learners in non-English speaking countries often lack practical English communicative skills and opportunities for authentic language practice. This study explores the effectiveness of a virtual exchange programme in…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Intercultural Communication
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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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Kassim, Samar; Witkin, Neil; Stone, Adam – Research-publishing.net, 2019
The aim of this study was to discover what potential benefits of Virtual Reality (VR) use students perceived in comparison to smartphone use in an English-speaking activity. Two surveys were conducted over three interventions in order to ascertain these student perceptions. Ten students enrolled in an elective English class at a Japanese…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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Ryan, Andrew – Research-publishing.net, 2020
More and more Japanese students are studying abroad and the Japanese government has set a target of 180,000 students to study abroad each year by 2020 and is providing financial assistance to students to help achieve this goal. However, is financial assistance enough? Surveys conducted with students from a national education-focused university in…
Descriptors: Computer Simulation, Study Abroad, Culture Conflict, Financial Support
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Watanabe, Masahito – Research-publishing.net, 2020
Since 2000, I have been coordinating a web based virtual exchange project, Project Ibunka. Ibunka means different cultures in Japanese. It aims to provide opportunities of authentic interaction among EFL/ESL learners all over the world. The project has been giving English language learners from various countries opportunities to use English for…
Descriptors: Exchange Programs, Computer Simulation, Program Descriptions, Second Language Learning
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Healy, Sandra; Kennedy, Olivia – Research-publishing.net, 2020
This chapter examines practical issues regarding Virtual Exchanges (VEs) for educational purposes in the university context and covers language use, cultural differences, time management, teacher collaboration, technology-related issues, assessment, and context specific factors. It charts the establishment of three academic collaborations between…
Descriptors: Computer Simulation, Exchange Programs, Language Usage, Cultural Differences
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Waragai, Ikumi; Ohta, Tatsuya; Kurabayashi, Shuichi; Kiyoki, Yasushi; Sato, Yukiko; Brückner, Stefan – Research-publishing.net, 2017
This paper presents the prototype of a foreign language learning space, based on the construction of an integrated formal/informal learning environment. Before the background of the continued innovation of information technology that places conventional learning styles and educational methods into new contexts based on new value-standards,…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Assisted Instruction
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Hayashi, Yugo; Takeuchi, Yugo – International Educational Data Mining Society, 2018
This study investigated the factors underlying the estimation of learner self-confidence during explanations with a conversational agent in an online explanation task. Based on reviews of previous studies, we focused on how factors such as the learner's task activities and personal characteristics can be predictors. To examine these points, we…
Descriptors: Self Efficacy, Task Analysis, Cognitive Processes, Individual Characteristics
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Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
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