Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
Author
| Di Zou | 4 |
| Gary Cheng | 2 |
| Michael Yi-Chao Jiang | 2 |
| Morris Siu-Yung Jong | 2 |
| Bin Shen | 1 |
| Fan Su | 1 |
| Gwo-Jen Hwang | 1 |
| Ruofei Zhang | 1 |
| Weili Xing | 1 |
| Xinyi Huang | 1 |
| Ziqian Lin | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Information Analyses | 2 |
| Reports - Research | 2 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
| China | 1 |
| Hong Kong | 1 |
| India | 1 |
| Netherlands | 1 |
| Taiwan | 1 |
| United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The application and investigation of various virtual world experiences in language learning have been on the rise. However, mixed reality (MR) has received limited attention due to its ambiguous concepts, unclear affordances, and insufficient incorporation of theoretical frameworks. To promote the investigation and implementation of MR-enhanced…
Descriptors: Language Acquisition, Computer Simulation, Technology Uses in Education, Personal Autonomy
Bin Shen; Weili Xing; Ziqian Lin; Michael Yi-Chao Jiang; Di Zou; Morris Siu-Yung Jong – Asia-Pacific Education Researcher, 2025
Writing is closely related to contextual experiences about the topics. However, in traditional EFL writing classes, learners' lack of in-depth experience in learning contexts may be the leading cause rendering students' poor writing performance. To address this problem, a quasi-experimental study was conducted to investigate the impacts of a…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Technology Integration
Di Zou; Morris Siu-Yung Jong; Xinyi Huang; Gary Cheng; Gwo-Jen Hwang; Michael Yi-Chao Jiang – Interactive Learning Environments, 2024
Spherical video-based virtual reality (SVVR) is a form of virtual reality that employs 360-degree videos to immerse learners in virtual environments. As SVVR can simulate realistic experiences, the current trend of language education is towards more use of it. To examine its current status, this study systematically reviewed 31 articles on…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Second Language Instruction
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness

Peer reviewed
Direct link
