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Showing 1 to 15 of 26 results Save | Export
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Eisenlauer, Volker; Sosa, Diana – Designs for Learning, 2022
This article explores relevant conceptual frameworks and design principles for the planning and implementation of a virtual reality (VR) learning environment in English as a foreign language (EFL) contexts. The primary focus is on what knowledge teachers need to acquire when designing and implementing a spherical video-based training world that…
Descriptors: Video Technology, Computer Simulation, English (Second Language), Second Language Learning
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Lía D. Kamhi-Stein – CATESOL Journal, 2024
Although the Master of Arts in Teaching English to Speakers of Other Languages (MA TESOL) practicum course is meant to initiate preservice teachers (PSTs) into the TESOL profession, it is not uncommon for PSTs to feel a high level of stress as they prepare to teach their first solo lesson. This article proposes the implementation of mixed-reality…
Descriptors: Computer Simulation, Teacher Education Programs, English (Second Language), Second Language Learning
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
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Zhang, Ying – International Journal of Technology in Teaching and Learning, 2021
The use of technology, such as Virtual Reality (VR), has started to take place in K-16 classrooms. Research indicates potential advantages of embedding VR into the curriculum in terms of higher motivation, increased self-expression, better achievement in content knowledge, and improved linguistic knowledge and higher order thinking skills. As a…
Descriptors: Computer Simulation, English (Second Language), Second Language Instruction, Language Teachers
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Asquith, Steven; Frazier, Erin – Research-publishing.net, 2022
New technologies often influence the ways in which one shares linguistic experiences. One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on Choose Your Own Adventure (CYOA) AR digital storytelling which investigated…
Descriptors: Computer Simulation, Electronic Learning, Story Telling, Cooperative Learning
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Kohnke, Lucas – SpringerBriefs in Education, 2023
This book provides strategies, tools, and best practices for incorporating microlearning in English language teaching. It aims to help teachers create and deliver microlearning mechanisms that are optimized for mobile learning. This book also draws on relevant literature and the author's first-hand experience designing microlearning activities for…
Descriptors: Educational Technology, English (Second Language), Second Language Instruction, Artificial Intelligence
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Green, Brent A.; Lung, Ying Suet Michelle – Language Assessment Quarterly, 2021
In this commentary, we describe the English language placement adaptations we were required to make due to the world-wide COVID-19 pandemic. It includes a brief description of our placement test battery which was adapted to address our institution's move to a remote teaching/learning mode. A discussion of the major challenges we experienced, their…
Descriptors: Student Placement, Language Tests, Second Language Learning, Second Language Instruction
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Baralt, Melissa; Doscher, Stephanie; Boukerrou, Lakhdar; Bogosian, Biayna; Elmeligi, Wessam; Hdouch, Youcef; Istifan, Jamil; Nemouch, Abdelhak; Khachatryan, Taron; Elsakka, Noha; Arana, Fernando; Perez, Giancarlo; Cobos-Solis, Jonathan; Mouchane, Salah-Eddine; Vassigh, Shahin – Journal of International Students, 2022
This article presents on a multi-institution project that explains the design and development of Virtual Tabadul, an Arabic and English foreign language exchange program amongst 1,200 U.S. and Middle East and North Africa (MENA) college-aged youth. The program involves faculty, staff, and students at four institutions: Florida International…
Descriptors: Second Language Learning, Second Language Instruction, College Students, Institutional Cooperation
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Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter discusses issues concerning the design and implementation of the research project dealing with the changes in the levels of willingness to communicate, motivation, boredom and language anxiety, their relationships and factors influencing them in the course of the participants' visits to the virtual world Second Life. [For the complete…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, Computer Simulation
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Vinagre, Margarita – Research-publishing.net, 2021
The Linguistic Landscape (LL) is a relatively new field which draws from several disciplines such as applied linguistics, sociolinguistics, anthropology, sociology, psychology, and cultural geography. According to Landry and Bourhis (1997),"the language of public road signs, advertising billboards, street names, place names, commercial shop…
Descriptors: Multiple Literacies, Language Planning, Signs, Naming
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Ockey, Gary J.; Gu, Lin; Keehner, Madeleine – Language Assessment Quarterly, 2017
A growing number of stakeholders argue for the use of second language (L2) speaking assessments that measure the ability to orally communicate in real time. A Web-based virtual environment (VE) that allows live voice communication among individuals may have potential for aiding in delivering such assessments. While off-the-shelf voice…
Descriptors: Speech Communication, Language Tests, Computer Assisted Testing, Computer Simulation
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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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DeWinter, Alun; Klamer, Reinout – Research-publishing.net, 2021
The iKudu project is a north-south collaboration between five universities in South Africa and five in Europe. As an EU-funded project, the overall aim is to capacity build around internationalisation at home through Collaborative Online International Learning (COIL). Originally presented at IVEC2020, this paper explores how iKudu navigates and…
Descriptors: Diversity, International Educational Exchange, Program Descriptions, Capacity Building
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Bonner, Euan; Reinders, Hayo – Teaching English with Technology, 2018
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
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Dolcini, Grace; Phelps, Grit Matthias – Research-publishing.net, 2022
Globalization and the digitalization of our lives have made it impossible to avoid (inter)cultural encounters. In the traditional classroom environment, students are expected to juggle a myriad of choices almost simultaneously. Factors like grammar, pronunciation, word choice, etc. are all important assessment factors to consider when looking at…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Instructional Design, Personal Autonomy
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