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Naoko Taguchi – CALICO Journal, 2021
This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a…
Descriptors: Pragmatics, Computer Simulation, Role Playing, Task Analysis
Sheehan, Mark D.; Thorpe, Todd; Dunn, Robert – Research-publishing.net, 2015
Much has been gained over the years in various educational fields that have taken advantage of CALL. In many cases, CALL has facilitated learning and provided teachers and students access to materials and tools that would have remained out of reach were it not for technology. Nonetheless, there are still cases where a lack of funding or access to…
Descriptors: Creativity, Computer Assisted Instruction, Simulation, Journalism
Lan, Yu-Ju – Language Learning & Technology, 2014
The aim of this study was to determine the effectiveness of Second Life (SL) for improving the oral output of overseas Chinese students learning Mandarin Chinese (hereafter referred to as Mandarin). More than 1000 overseas Chinese students attend a university in northern Taiwan every year to learn Mandarin as a heritage language after graduating…
Descriptors: Mandarin Chinese, Oral Language, Instructional Effectiveness, Foreign Countries
Matsui, Hisae – ProQuest LLC, 2014
The purpose of this study is to examine participant's perception of the usefulness of the visual elements in 3D Virtual Learning Environments, which represent co-presence, in developing interpersonal emotional connections with their partners in the initial stage of telecollaboration. To fulfill the purpose, two Japanese students and two American…
Descriptors: Computer Simulation, Asians, North Americans, Statistical Analysis