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Kevin Papin; Regina Kaplan-Rakowski – Computer Assisted Language Learning, 2024
Second language (L2) learning research suggests that virtual reality (VR) has the potential to enhance the development of language skills due to its immersive nature and its situated learning opportunities. This quantitative, between-subjects study compared the effectiveness of three learning conditions. University students (N = 63) studied…
Descriptors: Foreign Countries, College Students, French, Second Language Learning
Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
Chen Chen; Yifeng Yuan – Computer Assisted Language Learning, 2025
This study explores the effectiveness of Virtual Reality (VR) in Chinese as a second language (CSL) vocabulary learning from the international students' perspective. A new theoretical framework of VR-based vocabulary learning was designed and verified to serve the investigation. A total of 30 international students learning CSL in a Chinese…
Descriptors: Second Language Learning, Second Language Instruction, Vocabulary Development, Computer Simulation
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Marjan Ebadijalal; Nouroddin Yousofi – Computer Assisted Language Learning, 2024
The current mixed-methods study aimed at incorporating a virtual reality (VR) tool (i.e. Google Expeditions) into the writing process of Iranian English as a foreign language (EFL) learners, examining its impact on their writing motivation and performance. To that end, 42 EFL learners were randomly assigned to experimental and control groups,…
Descriptors: Computer Software, Maps, Geography, English (Second Language)
Kruk, Mariusz – Computer Assisted Language Learning, 2022
The first part of the paper offers the characteristics of the affective variables of willingness to communicate, motivation, language anxiety and boredom as located within the framework of the complex dynamic systems. The second part aims to discuss the results of a study intended to examine the effect of "Second Life" on two English…
Descriptors: Student Attitudes, Communication (Thought Transfer), Student Motivation, Attention Control
Wang, Yanjun; Grant, Scott; Grist, Matthew – Computer Assisted Language Learning, 2021
The article reports on a study that incorporated an immersive 3D virtual environment, created in Second Life (SL) into the curriculum of a Chinese program, including its development, implementation and evaluation. This innovation supplemented classroom teaching of Chinese language throughout one semester at a regional Australian university. Using…
Descriptors: Undergraduate Students, Chinese, College Second Language Programs, Second Language Instruction
Xie, Ying; Chen, Yan; Ryder, Lan Hui – Computer Assisted Language Learning, 2021
This article reports a mixed-methods study about using virtual reality (VR) tools (Google Cardboard and Expeditions) for developing students' oral proficiency in learning Chinese as a second language. Twelve students role-played as tour guides for six locations throughout a semester: four of them with VR tools and two without. Data collection…
Descriptors: Electronic Learning, Computer Simulation, Foreign Countries, Second Language Learning
Yi-chen Chen – Computer Assisted Language Learning, 2024
Public speaking is considered the most anxiety-provoking speaking activity for English as a foreign language (EFL) learner. While traditional lecture-based classrooms hinder EFL learners' constant practice and frequent interaction due to large class sizes and limited time, recent developments in technology, including Artificial Intelligence (AI),…
Descriptors: Computer Assisted Instruction, Teaching Methods, Oral Language, Second Language Learning
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Ebadi, Saman; Ebadijalal, Marjan – Computer Assisted Language Learning, 2022
This study reports the results of a mixed-methods investigation on the impact of a virtual reality (VR) tool on Iranian EFL learners' willingness to communicate (WTC) and oral proficiency. Twenty upper-intermediate EFL learners were divided into experimental and control groups role-playing as museum guides with and without Google Expeditions VR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Hsu, Liwei – Computer Assisted Language Learning, 2022
The English as a foreign language (EFL) learners' levels of attention and meditation as well as brainwaves while interacting with an interlocutor in three different second-language (L2) socialization contexts--with another human in person, with another person through a virtual platform, and with an artificial intelligence (AI) chatbot--were…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
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