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Geng, Xuewang; Yamada, Masanori – Journal of Computer Assisted Learning, 2023
Background: Augmented reality has been widely applied in various fields, and its benefits in language learning have been increasingly recognized. However, the investigation of effective learning behaviours and processes in augmented reality learning environments, taking into account temporality and analysis of differences in learning behaviours…
Descriptors: Learning Analytics, Second Language Learning, Second Language Instruction, Learning Processes
Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Hameed, Paiker Fatima Mazhar – TESOL International Journal, 2020
Three-dimensional virtual (3D) environments provide EFL students with a rich and dynamic multimodal understanding of vocabulary. This study aims to explore implementing a 3D vocabulary learning strategy for young students on EFL vocabulary. The relationship between two facets of learning -- autonomy and collaboration -- has been studied in…
Descriptors: Student Centered Learning, Vocabulary Development, Second Language Learning, Second Language Instruction
Liao, Jian; Lu, Xiaofei – Language Learning & Technology, 2018
The importance of authentic communicative practices in foreign language (FL) learning has long been recognized. However, most FL learners lack adequate access to authentic communicative environments in the target language. In this article, we propose the use of telepresence robots as a potential solution to bridge this gap. Telepresence robots can…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Baran-Lucarz, Malgorzata, Ed.; Czura, Anna, Ed.; Jedynak, Malgorzata, Ed.; Klimas, Anna, Ed.; Slowik-Krogulec, Agata, Ed. – English Language Education, 2023
This edited volume offers an insightful theoretical conceptualization of issues central to 21st century foreign language learning and teaching. Drawing on research results obtained in the fields of pedagogy, social psychology and sociology of education, this book provides a comprehensive practical exploration of issues experienced by researchers…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Teaching Methods
Hsiao, Indy Y. T.; Lan, Yu-Ju; Kao, Chia-Ling; Li, Ping – Educational Technology & Society, 2017
Language learning occurring in authentic contexts has been shown to be more effective. Virtual worlds provide simulated contexts that have the necessary elements of authentic contexts for language learning, and as a result, many studies have adopted virtual worlds as a useful platform for language learning. However, few studies so far have…
Descriptors: Computer Simulation, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology
Medina, Liliana Cuesta; Alvarez, Claudia Patricia – Research-publishing.net, 2014
This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…
Descriptors: Cooperative Learning, Personal Autonomy, Teacher Education, Preservice Teachers
Pavlik, Philip I., Jr. – Journal of Educational Data Mining, 2013
This paper describes the development of a dynamical systems model of motivation and metacognition during learning, which explains some of the practically and theoretically important relationships among three student engagement constructs and performance metrics during learning. In order to better calibrate and understand the model, the model was…
Descriptors: Vocabulary Development, Learning Strategies, Predictor Variables, Scores
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
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