Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 12 |
Since 2006 (last 20 years) | 23 |
Descriptor
Computer Simulation | 23 |
Role Playing | 23 |
Second Language Instruction | 23 |
Second Language Learning | 22 |
English (Second Language) | 13 |
Foreign Countries | 13 |
Computer Assisted Instruction | 11 |
Teaching Methods | 11 |
Student Attitudes | 10 |
Undergraduate Students | 8 |
Educational Technology | 6 |
More ▼ |
Source
Author
Eslami, Zohreh R. | 2 |
Mirzaei, Maryam Sadat | 2 |
Nishida, Toyoaki | 2 |
Adinolfi, Lina | 1 |
Astruc, Lluïsa | 1 |
Baisan, Dina | 1 |
Bauer, Malcolm | 1 |
Bhavana, A. R. | 1 |
Buteux, Alyssa | 1 |
Chao, Rih-Chang | 1 |
Doyle, Bryan | 1 |
More ▼ |
Publication Type
Journal Articles | 18 |
Reports - Research | 18 |
Dissertations/Theses -… | 2 |
Speeches/Meeting Papers | 2 |
Tests/Questionnaires | 2 |
Collected Works - Proceedings | 1 |
Information Analyses | 1 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 12 |
Postsecondary Education | 11 |
Elementary Secondary Education | 3 |
Elementary Education | 2 |
Middle Schools | 2 |
Grade 5 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Secondary Education | 1 |
Audience
Location
Australia | 2 |
Japan | 2 |
Pennsylvania | 2 |
South Korea | 2 |
Taiwan | 2 |
Turkey | 2 |
United Kingdom | 2 |
Asia | 1 |
Brazil | 1 |
Canada | 1 |
China | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
International English… | 1 |
What Works Clearinghouse Rating
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
Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
Ebadi, Saman; Ebadijalal, Marjan – Computer Assisted Language Learning, 2022
This study reports the results of a mixed-methods investigation on the impact of a virtual reality (VR) tool on Iranian EFL learners' willingness to communicate (WTC) and oral proficiency. Twenty upper-intermediate EFL learners were divided into experimental and control groups role-playing as museum guides with and without Google Expeditions VR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
Yurieva, Oksana; Musiichuk, Tetiana; Baisan, Dina – Advanced Education, 2021
The internet has offered numerous opportunities for educational content delivery. The main current delivery models for learning a language online range from more formal structured approaches provided by schools and universities, which typically take place in a VLE (Virtual Learning Environment) or LMS (Learning Management System), to more informal…
Descriptors: Informal Education, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Yasin Karatay – ProQuest LLC, 2022
The assessment of oral proficiency in English for Specific Purposes (ESP) contexts remains a central challenge for researchers, test developers, and classroom teachers (Knoch & Macqueen, 2020). This problem is apparent especially in Tourism and Hotel Management (THM) programs, where students are tested mostly based on grammar, vocabulary, and…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Tourism
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based 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
Naoko Taguchi – CALICO Journal, 2021
This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a…
Descriptors: Pragmatics, Computer Simulation, Role Playing, Task Analysis
Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki – Research-publishing.net, 2020
The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the…
Descriptors: Experiential Learning, Cultural Awareness, Second Language Learning, Second Language Instruction
Mirzaei, Maryam Sadat; Zhang, Qiang; van der Struijk, Stef; Nishida, Toyoaki – Research-publishing.net, 2018
This study proposes a virtual reality platform for language learners to practice a Target Language (TL) and develop cross-cultural competencies through interaction with peers or an AI-agent (limited scope), followed by a scheme for engaging learners to envision their conversations by disclosing their thoughts, reasoning, feelings, and…
Descriptors: Second Language Learning, Second Language Instruction, Sociocultural Patterns, Role Playing
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Adinolfi, Lina; Astruc, Lluïsa – Language Learning in Higher Education, 2017
Translanguaging, the movement between communicative modes and features of different languages, is becoming an established research tradition in content-focused second language learning contexts. Pedagogic translanguaging practices nevertheless remain under-applied and under-researched in foreign language instructional settings, whether…
Descriptors: Code Switching (Language), Second Language Learning, Spanish, Computational Linguistics
The Implications of Virtual World Technology for K-12 Students in a Foreign Language Course of Study
Parrott, David L. – ProQuest LLC, 2014
The use of virtual world technology for language instruction is a recent development in education. The goal of this study was to provide a functioning 3D environment for German language students to experience as avatars. The student's impressions, attitudes, and perceptions of this learning activity would be recorded and analyzed to see if this…
Descriptors: Educational Technology, Computer Simulation, Role Playing, Second Language Learning
Wang, Feihong; Shao, Enming – TechTrends: Linking Research and Practice to Improve Learning, 2012
Second Life (SL) has been gaining increased attention in Education since it was launched in 2003. Language educators explored SL mainly as a virtual learning environment where learners can interact with native speakers (e.g., Hislope, 2008; Wang, Song, Xia, & Yan, 2009). Although most studies concluded positively about using SL for language…
Descriptors: Foreign Countries, English (Second Language), Assignments, Second Language Learning
Tseng, Jun-Jie; Tsai, Ya-Hsun; Chao, Rih-Chang – Australasian Journal of Educational Technology, 2013
Three-dimensional (3-D) multi-user virtual environments (3-D MUVEs) have been used to provide language learners with realistic scenarios in which verbal and non-verbal interactions are simulated. However, little is known of the underlying factors that shape interaction in avatar-based virtual worlds. This study examined the perceptions of 38…
Descriptors: Computer Simulation, Second Language Instruction, Chinese, Second Language Learning
Previous Page | Next Page »
Pages: 1 | 2