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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
Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
Jirajittra Higgins – Journal of International Students, 2024
With increasing global interconnectivity, effective cross-cultural interaction has become crucial for global citizens. However, learners in non-English speaking countries often lack practical English communicative skills and opportunities for authentic language practice. This study explores the effectiveness of a virtual exchange programme in…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Intercultural Communication
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Kozyar, Mykhaylo M.; Nanivska, Lidiia L.; Romanyshyna, Oksana Ya.; Romanyshyn, Andriy M.; Yakimets, Yurii M. – International Journal of Higher Education, 2020
Modernization of the military system and its content has enhanced the value of the foreign language as a subject aimed at the formation of communicative competence of future officers. It mainly concerns a professional language, which is an obligatory part of the cadets' professional training. One of the main tasks of foreign language training of…
Descriptors: Communicative Competence (Languages), Second Language Learning, Second Language Instruction, Military Personnel
Risner, Mary E. – Hispania, 2021
The goal of this short-form article is to provide an overview of the opportunities and benefits for faculty and students who are considering the implementation of Virtual Exchange (VE) learning experiences to globalize the curriculum and their classrooms. The essay describes the benefits of students developing global competence, improving…
Descriptors: Language Proficiency, Second Language Learning, Second Language Instruction, College Faculty
Healy, Sandra; Kennedy, Olivia – Research-publishing.net, 2020
This chapter examines practical issues regarding Virtual Exchanges (VEs) for educational purposes in the university context and covers language use, cultural differences, time management, teacher collaboration, technology-related issues, assessment, and context specific factors. It charts the establishment of three academic collaborations between…
Descriptors: Computer Simulation, Exchange Programs, Language Usage, Cultural Differences
Bailey, Angela; Gruber, Alice – The EUROCALL Review, 2020
This mixed method case study explored globalization and complex relationships through a virtual exchange project between students from Germany and Colombia in upper intermediate level English classes. We believed by providing a space for online conversation, written collaboration and discussion, students would enhance their plurilingual and…
Descriptors: Cultural Awareness, Second Language Learning, Second Language Instruction, English (Second Language)
Jauregi, Kristi; Kuure, Leena; Bastian, Pim; Reinhardt, Dennis; Koivisto, Tuomo – Research-publishing.net, 2015
Within the European TILA project a case study was carried out where pupils from schools in Finland and the Netherlands engaged in debating sessions using the 3D virtual world of OpenSim once a week for a period of 5 weeks. The case study had two main objectives: (1) to study the impact that the discussion tasks undertaken in a virtual environment…
Descriptors: Case Studies, Foreign Countries, Debate, Computer Simulation
Matsui, Hisae – ProQuest LLC, 2014
The purpose of this study is to examine participant's perception of the usefulness of the visual elements in 3D Virtual Learning Environments, which represent co-presence, in developing interpersonal emotional connections with their partners in the initial stage of telecollaboration. To fulfill the purpose, two Japanese students and two American…
Descriptors: Computer Simulation, Asians, North Americans, Statistical Analysis
Diehl, William C.; Prins, Esther – Language and Intercultural Communication, 2008
Since its inception in 2003, the popularity of "Second Life (SL)", an online 3-D virtual environment, has increased exponentially. The global reach of "SL" and the opportunities it provides for cross-cultural exchange using multiple modes of communication in real and virtual worlds make it an ideal venue to examine cross-cultural engagement.…
Descriptors: Cultural Literacy, Multilingualism, Cultural Influences, Intercultural Communication