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Daniela Bartalesi-Graf; Nikoletta Agonács; João Filipe Matos; David O'Steen – Computer Assisted Language Learning, 2024
The objective of our study was to understand learners' experiences in an LMOOC (Language Massive Open Online Course) and to highlight those elements that make an LMOOC successful. Our research focused on three questions: how do learners perceive their overall experience in the course, which specific LMOOC components learners appreciate, and to…
Descriptors: MOOCs, Second Language Instruction, Educational Technology, Student Attitudes
Tzu-Hua Wang; Yu Sun; Nai-Wen Huang – Computer Assisted Language Learning, 2023
This research applied a web-based dynamic assessment system, GPAM-WATA system, to help low English achievers to perform self-directed learning of junior high school English grammar. A quasi-experimental design was adopted. A total of 124 seventh graders from four classes participated in this research. Participants were randomly divided into the…
Descriptors: Foreign Countries, Junior High School Students, English (Second 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
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu – Computer Assisted Language Learning, 2016
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Descriptors: Telecommunications, Technology Uses in Education, Educational Games, Experimental Groups