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Kozyar, Mykhaylo M.; Pasichnyk, Susanna M.; Kopchak, Marianna M.; Burmakina, Nataliia S.; Suran, Tamara – Journal of Curriculum and Teaching, 2022
The research topicality is determined by the problem of lack of qualified specialists who have a high level of foreign language proficiency and the ability to carry out effective professional foreign language communication. The study involved the following methods: Rokich's Value Orientations Test, Nemov's methods for diagnosing the expectation of…
Descriptors: Computer Simulation, Translation, Training, Second Language Instruction
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Rustam Shadiev; Xuan Chen; Barry Lee Reynolds; Yanjie Song; Fahriye Altinay – British Journal of Educational Technology, 2024
This study investigates a virtual reality (VR) cross-cultural interactive learning environment that combines a 360-degree video camera for content creation, a viewing tool, and a video conference platform for real-time interaction. This environment aims to address the limitations of traditional 360-degree VR tools, particularly in enabling…
Descriptors: Cognitive Development, Stereotypes, Multicultural Education, Learning Activities
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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
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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
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Vizcaíno, Aurora; García, Félix; de Guzmán, Ignacio García Rodriguez; Moraga, M. Ángeles – ACM Transactions on Computing Education, 2019
Global Software Development (GSD) is currently a strong industry trend. This means that if computer science engineers are to be trained to deal with this model, it is very important to include the topic in software engineering courses, attempting to ensure that students learn about GSD and become familiar with its advantages and challenges.…
Descriptors: Educational Games, Global Approach, Computer Software, Computer Science Education
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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
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Liaw, Meei-Ling – Educational Technology & Society, 2019
This study investigates the effects of using open social VR for university English as a foreign language (EFL) learners' intercultural communication learning. The project involved two stages: (1) carefully designed activities for students to practice different language-learning tasks with their peers; (2) implemented in an open social VR…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, English (Second Language)
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Canto, Silvia; Jauregi Ondarra, Kristi – Language Learning in Higher Education, 2017
This article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world "Second Life." For…
Descriptors: Second Language Learning, Second Language Instruction, Qualitative Research, Control Groups
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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
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Canto, Silvia; Jauregi, Kristi; van den Bergh, Huub – ReCALL, 2013
Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be addressed before cross-cultural interaction sessions can be carried out (O'Dowd & Ritter, 2006; O'Dowd, 2011). These issues make many…
Descriptors: Second Language Instruction, Second Language Learning, Video Technology, Computer Mediated Communication
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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
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Zhang, Haisen – British Journal of Educational Technology, 2013
As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual environment. It enables them to learn the target language in a real-life-like social communication environment. To…
Descriptors: Case Studies, English (Second Language), Second Language Learning, Computer Simulation
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Rimmington, Glyn M.; Alagic, Mara – International Journal of Learning and Change, 2009
Learning organisations face new challenges in the 21st century. Increased flow of trade in commodities, manufactured goods and information as well as mobility of people have led to increased global interdependence, interconnectedness and cultural diversity. People and teams within learning organisations have become globally distributed with the…
Descriptors: Intercultural Communication, Communication Strategies, Perspective Taking, Cultural Pluralism
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Kim, Julia M.; Hill, Randall W., Jr.; Durlach, Paula J.; Lane, H. Chad; Forbell, Eric; Core, Mark; Marsella, Stacy; Pynadath, David; Hart, John – International Journal of Artificial Intelligence in Education, 2009
Negotiation skills are essential in everyday life, whether in a professional or personal context. Negotiation enables two parties to address misunderstandings and avoid conflicts through an exchange that depends as much on the interpersonal skills of the negotiators as the tactics employed. Acquiring these skills requires not only sound conceptual…
Descriptors: Foreign Countries, Concept Formation, Cultural Context, Intelligent Tutoring Systems