Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
ReCALL | 7 |
Author
Peterson, Mark | 2 |
Deutschmann, Mats | 1 |
Leahy, Christine | 1 |
Molka-Danielsen, Judith | 1 |
O'Halloran, Kay L. | 1 |
Palomeque, Cristina | 1 |
Panichi, Luisa | 1 |
Pujolà, Joan-Tomàs | 1 |
Tan, Sabine | 1 |
Wignell, Peter | 1 |
Yamazaki, Kasumi | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 6 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 2 |
Audience
Location
Japan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Palomeque, Cristina; Pujolà, Joan-Tomàs – ReCALL, 2018
The study of multimodality in communication has attracted the attention of researchers studying online multimodal environments such as virtual worlds. Specifically, 3D virtual worlds have especially attracted the interest of educators and academics due to the multiplicity of verbal channels, which are often comprised of text and voice channels, as…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Assisted Instruction
Tan, Sabine; O'Halloran, Kay L.; Wignell, Peter – ReCALL, 2016
Multimodality, the study of the interaction of language with other semiotic resources such as images and sound resources, has significant implications for computer assisted language learning (CALL) with regards to understanding the impact of digital environments on language teaching and learning. In this paper, we explore recent manifestations of…
Descriptors: Semiotics, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Yamazaki, Kasumi – ReCALL, 2018
This study investigates an instantiation of a 3D virtual world-based Japanese learning curriculum within the context of a Japanese as a foreign language (JFL) classroom. Through a mixed-method case study approach, participants' natural acquisition of Japanese in a 3D virtual environment was examined. In the present study, four sources of data from…
Descriptors: Computer Assisted Instruction, Second Language Learning, Computer Simulation, Qualitative Research
Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Peterson, Mark – ReCALL, 2010
This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world "Second Life." The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data…
Descriptors: English (Second Language), Second Language Learning, Computer Assisted Instruction, Internet
Designing Oral Participation in Second Life--A Comparative Study of Two Language Proficiency Courses
Deutschmann, Mats; Panichi, Luisa; Molka-Danielsen, Judith – ReCALL, 2009
The following paper presents two stages of an action research project involving two oral proficiency courses held in the virtual world Second Life. Course 1 was conducted during the Autumn of 2007. Based on the experiences of this course, we redesigned many aspects of it in order to improve student activity in terms of oral participation and gave…
Descriptors: Action Research, Student Participation, Comparative Analysis, Language Proficiency
Leahy, Christine – ReCALL, 2004
This article draws on second language theory, particularly output theory as defined by Swain (1995), in order to conceptualise observations made in a computer-assisted language learning setting. It investigates second language output and learner behaviour within an electronic role-play setting, based on a subject-specific problem solving task and…
Descriptors: Problem Solving, Marketing, Interaction, Educational Technology