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Lantolf, James P.; Xi, Jiao – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2023
The article reviews Digital Language Learning (DLL) research that has used principles and concepts of Sociocultural Theory (SCT) to support the research. We explain several key principles of the theory and shows how they have been misused or used in a superficial way in the DLL research. These include the assumption that SCT is a social rather…
Descriptors: Sociocultural Patterns, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Galiya Ldokova; Svetlana Frumina; Suad Abdalkareem Alwaely – Smart Learning Environments, 2025
The aim of the study is to examine the influence of students' psychotypes on their learning using digital educational technologies within the Metaverse. In the course of the longitudinal experimental study, the results of the initial testing of 79 students during their undergraduate studies and the re-testing of 75 of these students during their…
Descriptors: Undergraduate Students, Graduate Students, Psychological Characteristics, Brain
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Kaplan-Rakowski, Regina; Wojdynski, Tomasz – Research-publishing.net, 2018
This pilot study delivers a preliminary report on students' attitudes toward Virtual Reality Assisted Language Learning (VRALL). Learners (N=22) participated in a VRALL lesson and then completed a post-experience survey. Virtual Reality (VR) technology allows for learning experiences that increasingly remove geographic limitations to foreign…
Descriptors: Student Attitudes, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Rice, Linda Marie; Wall, Carla Anne; Fogel, Adam; Shic, Frederick – Journal of Autism and Developmental Disorders, 2015
This study examined the extent to which a computer-based social skills intervention called "FaceSay"™ was associated with improvements in affect recognition, mentalizing, and social skills of school-aged children with Autism Spectrum Disorder (ASD). "FaceSay"™ offers students simulated practice with eye gaze, joint attention,…
Descriptors: Computer Assisted Instruction, Recognition (Psychology), Psychological Patterns, Interpersonal Competence
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Noteborn, Gwen; Carbonell, Katerina Bohle; Dailey-Hebert, Amber; Gijselaers, Wim – Internet and Higher Education, 2012
This paper analyzed the role of emotions in a virtual world (Second Life) through students' level of enjoyment and boredom and their influence on students' achievement level. The virtual world was an educational tool used to fully immerse students in the content of the course. In addition to supporting prior research on the importance of task…
Descriptors: Academic Achievement, Psychological Patterns, Tests, Group Activities
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Freiermuth, Mark, Ed.; Zarrinabadi, Nourollah, Ed. – New Language Learning and Teaching Environments, 2020
This edited volume brings together large-scale research as well as case studies from a range of geographical contexts and represents a variety of educational settings involving second language learners and users. Its aim is to explore the interrelated issues of psychology and technology use in second language learning settings as well as in more…
Descriptors: Second Language Learning, Second Language Instruction, Case Studies, Technology Uses in Education
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Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation