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Siu Shing Man; Yizhen Fang; Alan Hoi Shou Chan; Jiayan Han – Education and Information Technologies, 2025
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Environment, Anxiety
Fatma Burcu Topu; Rabia Meryem Yilmaz; Aysegül Takkaç Tulgar – Education and Information Technologies, 2024
The purpose of this study was to investigate the effects of Augmented Reality (AR) technology on vocabulary development and attitudes toward AR in pre-school English instruction. The study, which was grounded on a pretest-posttest control group quasi-experimental design, included 36 pre-school children aged from 4 to 5. While the participants in…
Descriptors: Technology Uses in Education, Vocabulary Development, Preschool Children, Childrens Attitudes
Hayder Faris Naji; Pinar Kullu; Sahin Emrah Amrahov – Education and Information Technologies, 2024
Augmented reality (AR) technology has opened up new possibilities for interactive and immersive learning experiences, where students can visualize abstract concepts and engage with digital objects in real-time. In this study, a real-time AR-based system is developed and, unlike other studies, incorporates sound effects that will play when the…
Descriptors: Computer Simulation, Production Techniques, Technology Uses in Education, Audiovisual Aids
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Harvey, Miles; Deuel, Adrianna; Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2020
In an eighth-grade English language arts class, 100 students used virtual reality headsets, augmented reality--capable smartphones, tablets, desktop computers, online scavenger hunts, and print-based texts as an introduction to William Shakespeare's life and works. The authors highlight the need for educators to offer multimodal instruction that…
Descriptors: English Literature, Language Arts, Computer Simulation, Audio Equipment
Amanda M. Gardner – ProQuest LLC, 2022
While immersive technology has migrated from specialized industry use to wholesale classroom applications, high school student reading of classical literature in secondary English classrooms has declined. At the start of the 2020s American education's dependence on technology increased as a necessary institutional response to the COVID-19…
Descriptors: Computer Simulation, Films, English Instruction, High School Students
Abd Majid, Faizah; Abd Rahman, Shireena Basree; Kamaruzaman, Muhamad Fairus – Arab World English Journal, 2022
This paper highlights one of the most critical aspects of facilitating vocabulary learning among children with autism. Several pertinent issues serve as the focus of the paper; vocabulary course design for high functioning children with autism and the relevant considerations required when teaching them using technology. To explore these issues, a…
Descriptors: Autism Spectrum Disorders, Vocabulary Development, Students with Disabilities, Technology Uses in Education
Shaiman, Jennifer M. – Changing English: Studies in Culture and Education, 2020
With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, English Instruction
Aimee Trieu – ProQuest LLC, 2023
Technological advancements continue to present a variety of learning opportunities for students. The purpose of this interpretative phenomenological analysis (IPA) study is to seek an understanding about students' experiences with a virtual reality (VR) activity in an Advanced Placement English course. Analyzing the observations and interactions…
Descriptors: Computer Simulation, Reading Skills, English Instruction, Language Arts
Wang, Dan; Khambari, Mas Nida Md. – Malaysian Online Journal of Educational Technology, 2020
In recent years, the application of augmented reality (AR) technology has been explored in numerous disciplines. This research focused on English sentence learning and utilized the activity theory as the basis to structure a game-based AR learning model (GBARLM). The aim of the investigation was to describe the model and explore the following…
Descriptors: Game Based Learning, Computer Simulation, English Instruction, Sentences
Jocius, Robin; O'Byrne, Ian; Blanton, Melanie; Albert, Jennifer; Joshi, Deepti; Robinson, Richard; Andrews, Ashley – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2021
This article describes the Infusing Computing project, a 4-year study designed to support middle and high school teachers in infusing computational thinking (CT) into their disciplinary teaching. Due to the COVID-19 pandemic, weeklong workshops held in summer 2020 were shifted to a virtual format and utilized emerging technology tools, synchronous…
Descriptors: Computer Literacy, Faculty Development, Pandemics, COVID-19
Unsworth, Len, Ed.; Thomas, Angela, Ed. – Peter Lang Publishing Group, 2014
"English Teaching and New Literacies Pedagogy: Interpreting and Authoring Digital Multimedia Narratives" is about the fusion of media and narrative, and explores theoretical and practical dimensions of young people's engagement with contemporary forms of text. It showcases a range of critical interpretative approaches for integrating…
Descriptors: Foreign Countries, English Instruction, Multimedia Instruction, Films
Syed, Ghazal Kazim; Naylor, Amanda; McGuinn, Nicholas; Varga, Zoltan; Rimmereide, Hege Emma – Journal of Education and Educational Development, 2019
This report introduces an innovative research project about the dialogue among teacher trainees from UK, Norway and Pakistan, about a literary work, in a virtual environment. This project involved us, five English in Education academics from the three contexts, as researchers who gathered, analysed and reported on the international data…
Descriptors: Preservice Teachers, Cross Cultural Studies, Teacher Educators, Foreign Countries
Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
Jia, J.; Chen, Y.; Ding, Z.; Bai, Y.; Yang, B.; Li, M.; Qi, J. – Journal of Computer Assisted Learning, 2013
This research conducted quasi-experiments in four middle schools to evaluate the long-term effects of an intelligent web-based English instruction system, Computer Simulation in Educational Communication (CSIEC), on students' academic attainment. The analysis of regular examination scores and vocabulary test validates the positive impact of CSIEC,…
Descriptors: Web Based Instruction, English Instruction, Academic Achievement, Computer Simulation
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