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Showing 1 to 15 of 77 results Save | Export
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Sangmin-Michelle Lee; Xiaoran Wang; Ilee Park; Riski Lestiono – Education and Information Technologies, 2024
While traditional English as a foreign language (EFL) classrooms often lack context and authenticity, immersive virtual reality (iVR) provides a valuable alternative opportunity to practice and acquire the target language in a replica of the real world. The present study used iVR ("Immerse") for communicative tasks and investigated how…
Descriptors: Situated Learning, Authentic Learning, Second Language Learning, English (Second Language)
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Wu, Junjie Gavin; Miller, Lindsay; Huang, Qing; Wang, Minjuan – RELC Journal: A Journal of Language Teaching and Research, 2023
As an emerging technology, virtual reality (VR) is now being used in education, particularly with STEM-related learning. However, as with all pedagogical innovation, there is a lack of empirical research on the application of VR in situations where students are using it with their second language (L2) and existing studies generally rely on the use…
Descriptors: Computer Simulation, Foreign Countries, Nursing Students, College Students
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Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
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Assem, Kabdykalymkyzy; Turagulovna, Ayupova Gulbarshyn; Sharifullina, Mamanova Alma; Bayakhmetovna, Mukhamediyeva Assel; Rakhmetolinovna, Akmanova Galiya; Kaiyrbekovich, Omarov Murat – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get the opinions of academics about augmented reality technology, which is one of the psychological and pedagogical innovative technologies to teach English to university students. In this study, the qualitative research method, one of the research methods and techniques, was used. The study group of the research…
Descriptors: Educational Technology, Educational Innovation, English (Second Language), Second Language Instruction
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Sabina Nowak; Regina Kaplan-Rakowski – International Journal on E-Learning, 2024
This study investigates subjective vitality (SV) within the context of high-immersion virtual reality (VR) and video-based language learning. Within the framework of a blended learning curriculum, English as a Foreign Language (EFL) students (N = 111) participated in a relaxing language learning activity delivered via VR or video. This study…
Descriptors: Relaxation Training, Computer Simulation, Video Technology, Learning Activities
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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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Yeh, Hui-Chin; Tseng, Sheng-Shiang; Heng, Leechin – Interactive Learning Environments, 2022
Intracultural learning has been neglected in English curricula in Taiwan since textbooks as an important learning resource have been mainly focused on English linguistic content and developing students' language skills and and target culture to develop students' language skill. This study investigated how making VR content helped students enhance…
Descriptors: English (Second Language), Second Language Learning, Multicultural Education, Computer Simulation
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Bonner, Euan; Lege, Ryan; Frazier, Erin – CALICO Journal, 2023
Virtual reality (VR) has been found to be effective for increasing student motivation and engagement (Parong & Mayer, 2018), experiential learning (Hu-Au & Lee, 2018), and even improving spatial memory (Pollard et al., 2020). However, few studies have moved beyond the novelty of single-lesson VR experiences, nor have they used VR as the…
Descriptors: Content and Language Integrated Learning, Computer Simulation, Teaching Methods, Second Language Instruction
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Ebadi, Saman; Ashrafabadi, Fateme – Education and Information Technologies, 2022
This study investigated how Augmented Reality (AR) impacted EFL learners' reading comprehension and attitudes toward utilizing AR. A mixed-method was used with a sample composed of 64 upper-intermediate EFL learners in a state university in Iran. Independent and paired sample t-test were used to investigate the experimental group's reading…
Descriptors: Computer Simulation, English (Second Language), English Language Learners, Reading Comprehension
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Milene Oliveira; Melisa Stevanovic – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
Speakers may resort to different inferences and expectations in intercultural encounters. These expectations are influenced by speakers' socialization processes in speech communities and networks, as well as by the local interactional demands and power dynamics in the communicative situation. While interactional sociolinguistic studies have…
Descriptors: Intercultural Communication, Prosocial Behavior, Computer Simulation, German
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Shao-Ting Alan Hung; Wan-Ju Chen; Shu-Yun Chien – Interactive Learning Environments, 2024
English speaking has been seen as a challenge for many English as a foreign language (EFL) learners, since they have limited chances to practice English-speaking skills. Therefore, it is essential to provide learners with adequate English-speaking contexts. To address this issue, this study integrated virtual reality (VR) into English speaking…
Descriptors: English (Second Language), Business Communication, Computer Simulation, Speech Skills
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Lin, Yu-Ju; Wang, Hung-chun – Innovation in Language Learning and Teaching, 2023
This study was conducted to explore the effects of an augmented-reality (AR) creative project on English L2 learners' perceptions of creativity, as well as to investigate how to stimulate students' learning motivation. The AR project was developed and integrated into the course syllabus of a university English class, and 39 Taiwanese freshmen…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, College Students
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Chen, Mei-Rong Alice; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
English speaking is a challenging learning objective for EFL (English as Foreign Language) learners owing to the lack of practicing environments. In this study, Interactive Spherical Video-based Virtual Reality (ISVVR) was adopted as the learning mode to provide realistic sociocultural contexts for English speaking. In addition, an experiment was…
Descriptors: English (Second Language), Educational Technology, Computer Simulation, Program Effectiveness
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Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
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Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control
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