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An Empirical Study on the Impact of Immersive Virtual Reality on Enhancing Intercultural Sensitivity
Mahnaz Moallem; Folashade Agbolade – International Association for Development of the Information Society, 2024
Virtual reality (VR) is a computer-generated three-dimensional environment representing the real or imaginary world with the virtual world through various sensory channels. The multisensory immersion feature of VR (Immersive VR-I-VR) reduces the user's awareness of what is happening in the surroundings. The use of immersive virtual reality…
Descriptors: Computer Simulation, Cultural Awareness, Technology Uses in Education, Culturally Relevant Education
Chun, Dorothy M.; Karimi, Honeiah; Sañosa, David Joshua – CALICO Journal, 2022
In line with the 2021 CALICO Conference theme "Global realities," we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Computer Assisted Instruction
Zettinig, Peter; Aleem, Majid; Majdenic, Danijela; Berry, Michael – Journal of Management Education, 2022
Graduates of international business (IB) programs are facing a complex dynamic world in which they need both specific and generalist knowledge they can activate in socially negotiated situations. Their competencies must go beyond narrowly applying knowledge, which requires open minds, transferable social competencies, and skills for crossing…
Descriptors: International Trade, Work Environment, Interpersonal Competence, Job Skills
Shadiev, Rustam; Xueying, Wang; Huang, Yueh Min – International Review of Research in Open and Distributed Learning, 2020
Virtual reality (VR) technology makes it possible to create an authentic virtual environment that benefits immersive learning. We designed an intercultural learning activity and applied VR technology to support it. Then, we investigated students' perceptions of the learning activity, VR technology, and intercultural competence (IC) development…
Descriptors: Computer Simulation, Learning Activities, Technology Integration, Foreign Countries
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Michelson, Kristen – Foreign Language Annals, 2019
This article reports on a multiliteracies-based experiential learning curriculum designed for intermediate French built upon the framework of a global simulation pedagogy. Students adopted the roles of fictitious characters living together in an apartment building in Paris and carried out written and spoken tasks through the voice of their…
Descriptors: Multiple Literacies, Experiential Learning, Curriculum Design, French
Shrivastava, Archana – Journal of Teaching in International Business, 2020
This study investigated the impact of a student-centric, output-oriented methodology based on the principles of connectivism for knowledge creation in cross-cultural studies. The task involved selection of native commercial advertisements in which students were expected to work in virtual teams and find cultural differences in their interpretation…
Descriptors: Advertising, Cross Cultural Studies, Business Administration Education, Cultural Differences
Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie – Educational Technology Research and Development, 2017
Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…
Descriptors: Computer Simulation, Simulated Environment, Computer Uses in Education, Instructional Effectiveness
Cate, Chris A.; Albright, Glenn – Online Learning, 2015
Veterans and military service members enter the classroom with valuable life and leadership experience; however, transitioning to student life represents unique challenges. Like the larger veteran population, student veterans may bring to campus the negative aftereffects of their combat experiences in the form of post-traumatic stress, substance…
Descriptors: Veterans, College Students, Games, Role Playing
Kantisa, Piyapan; Sitthitikul, Pragasit – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This article aims to provide an extensive review of web-based instruction (WBI), implemented within the realm of English language teaching (ELT). WBI is a teaching method that utilizes computer technology to promote learning experiences by leveraging the internet and web applications. It is suggested that educators carefully consider the related…
Descriptors: Web Based Instruction, Teaching Methods, English (Second Language), Second Language Learning
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Howard, Wendy; Perrotte, Gino; Lee, Minyoung; Frisone, Jenna – Online Learning, 2017
Despite the pressure from potential employers and higher education administrators to develop students' global and intercultural competence, traditional study abroad programs simply are not feasible for many postsecondary students (Berdan & Johannes, 2014; Fischer, 2015). The purpose of this study was to evaluate the effectiveness of an online…
Descriptors: Formative Evaluation, Study Abroad, Online Courses, Consortia
Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills
O'Brien, Mary Grantham; Levy, Richard M. – Canadian Modern Language Review, 2008
This paper presents the results of a study on the use of a virtual reality (VR) world in a German language classroom. After participating in a lesson on the use of commands, students experienced the language and culture through navigation in a VR world. It is argued that this new medium allows for students to be immersed in the target culture and…
Descriptors: Computer Simulation, German, Second Language Learning, Second Language Instruction
Mills, Nicole – Foreign Language Annals, 2009
Project-based learning (PBL) is described as a student-centered approach to learning in which students collaborate on sequential authentic tasks and develop a final project. Through opportunities to integrate both language and content learning, PBL practitioners suggest that meaningful language use and purposeful communication are fostered…
Descriptors: Student Projects, Self Efficacy, Second Language Instruction, Second Language Learning